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\input texinfo @c -*- texinfo -*-
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@settitle General Documentation
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@titlepage
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@center @titlefont{General Documentation}
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@end titlepage
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@top
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@contents
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@chapter external libraries
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Libav can be hooked up with a number of external libraries to add support
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for more formats. None of them are used by default, their use has to be
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explicitly requested by passing the appropriate flags to @file{./configure}.
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@section OpenCORE AMR
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Libav can make use of the OpenCORE libraries for AMR-NB
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decoding/encoding and AMR-WB decoding.
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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 Libav's license to LGPL version 3 (or if you have enabled
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GPL components, GPL version 3) to use it.
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@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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Libav 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 Apple HTTP Live Streaming @tab @tab X
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@item ASF @tab X @tab X
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@item AVI @tab X @tab X
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@item AVISynth @tab @tab X
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@item AVS @tab @tab X
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@tab Multimedia format used by the Creature Shock game.
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@item Beam Software SIFF @tab @tab X
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@tab Audio and video format used in some games by Beam Software.
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@item Bethesda Softworks VID @tab @tab X
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@tab Used in some games from Bethesda Softworks.
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@item Bink @tab @tab X
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@tab Multimedia format used by many games.
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@item Bitmap Brothers JV @tab @tab X
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@tab Used in Z and Z95 games.
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@item Brute Force & Ignorance @tab @tab X
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@tab Used in the game Flash Traffic: City of Angels.
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@item BWF @tab X @tab X
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@item CRI ADX @tab @tab X
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@tab Audio-only format used in console video games.
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@item Discworld II BMV @tab @tab X
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@item Interplay C93 @tab @tab X
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@tab Used in the game Cyberia from Interplay.
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@item Delphine Software International CIN @tab @tab X
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@tab Multimedia format used by Delphine Software games.
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@item CD+G @tab @tab X
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@tab Video format used by CD+G karaoke disks
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@item Core Audio Format @tab @tab X
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@tab Apple Core Audio Format
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@item CRC testing format @tab X @tab
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@item Creative Voice @tab X @tab X
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@tab Created for the Sound Blaster Pro.
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@item CRYO APC @tab @tab X
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@tab Audio format used in some games by CRYO Interactive Entertainment.
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@item D-Cinema audio @tab X @tab X
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@item Deluxe Paint Animation @tab @tab X
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@item DFA @tab @tab X
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@tab This format is used in Chronomaster game
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@item DV video @tab X @tab X
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@item DXA @tab @tab X
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@tab This format is used in the non-Windows version of the Feeble Files
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game and different game cutscenes repacked for use with ScummVM.
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@item Electronic Arts cdata @tab @tab X
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@item Electronic Arts Multimedia @tab @tab X
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@tab Used in various EA games; files have extensions like WVE and UV2.
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@item FFM (AVserver live feed) @tab X @tab X
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@item Flash (SWF) @tab X @tab X
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@item Flash 9 (AVM2) @tab X @tab X
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@tab Only embedded audio is decoded.
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@item FLI/FLC/FLX animation @tab @tab X
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@tab .fli/.flc files
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@item Flash Video (FLV) @tab X @tab X
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@tab Macromedia Flash video files
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@item framecrc testing format @tab X @tab
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@item FunCom ISS @tab @tab X
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@tab Audio format used in various games from FunCom like The Longest Journey.
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@item GIF Animation @tab X @tab
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@item GXF @tab X @tab X
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@tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
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playout servers.
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@item id Quake II CIN video @tab @tab X
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@item id RoQ @tab X @tab X
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@tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IEC61937 encapsulation @tab X @tab X
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@item IFF @tab @tab X
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@tab Interchange File Format
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@item Interplay MVE @tab @tab X
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@tab Format used in various Interplay computer games.
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@item IV8 @tab @tab X
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@tab A format generated by IndigoVision 8000 video server.
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@item IVF (On2) @tab X @tab X
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@tab A format used by libvpx
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@item LATM @tab X @tab X
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@item LMLM4 @tab @tab X
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@tab Used by Linux Media Labs MPEG-4 PCI boards
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@item LXF @tab @tab X
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@tab VR native stream format, used by Leitch/Harris' video servers.
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@item Matroska @tab X @tab X
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@item Matroska audio @tab X @tab
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@item FFmpeg metadata @tab X @tab X
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@tab Metadata in text format.
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@item MAXIS XA @tab @tab X
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@tab Used in Sim City 3000; file extension .xa.
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@item MD Studio @tab @tab X
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@item Mobotix .mxg @tab @tab X
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@item Monkey's Audio @tab @tab X
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@item Motion Pixels MVI @tab @tab X
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@item MOV/QuickTime/MP4 @tab X @tab X
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@tab 3GP, 3GP2, PSP, iPod variants supported
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@item MP2 @tab X @tab X
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@item MP3 @tab X @tab X
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@item MPEG-1 System @tab X @tab X
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@tab muxed audio and video, VCD format supported
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@item MPEG-PS (program stream) @tab X @tab X
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@tab also known as @code{VOB} file, SVCD and DVD format supported
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@item MPEG-TS (transport stream) @tab X @tab X
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@tab also known as DVB Transport Stream
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@item MPEG-4 @tab X @tab X
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@tab MPEG-4 is a variant of QuickTime.
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@item MIME multipart JPEG @tab X @tab
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@item MSN TCP webcam @tab @tab X
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@tab Used by MSN Messenger webcam streams.
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@item MTV @tab @tab X
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@item Musepack @tab @tab X
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@item Musepack SV8 @tab @tab X
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@item Material eXchange Format (MXF) @tab X @tab X
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@tab SMPTE 377M, used by D-Cinema, broadcast industry.
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@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
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@tab SMPTE 386M, D-10/IMX Mapping.
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@item NC camera feed @tab @tab X
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@tab NC (AVIP NC4600) camera streams
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@item NTT TwinVQ (VQF) @tab @tab X
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@tab Nippon Telegraph and Telephone Corporation TwinVQ.
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@item Nullsoft Streaming Video @tab @tab X
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@item NuppelVideo @tab @tab X
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@item NUT @tab X @tab X
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@tab NUT Open Container Format
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@item Ogg @tab X @tab X
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@item Playstation Portable PMP @tab @tab X
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@item TechnoTrend PVA @tab @tab X
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@tab Used by TechnoTrend DVB PCI boards.
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@item QCP @tab @tab X
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@item raw ADTS (AAC) @tab X @tab X
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@item raw AC-3 @tab X @tab X
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@item raw Chinese AVS video @tab X @tab X
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@item raw CRI ADX @tab X @tab X
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@item raw Dirac @tab X @tab X
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@item raw DNxHD @tab X @tab X
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@item raw DTS @tab X @tab X
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@item raw E-AC-3 @tab X @tab X
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@item raw FLAC @tab X @tab X
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@item raw GSM @tab @tab X
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@item raw H.261 @tab X @tab X
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@item raw H.263 @tab X @tab X
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@item raw H.264 @tab X @tab X
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@item raw Ingenient MJPEG @tab @tab X
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@item raw MJPEG @tab X @tab X
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@item raw MLP @tab @tab X
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@item raw MPEG @tab @tab X
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@item raw MPEG-1 @tab @tab X
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@item raw MPEG-2 @tab @tab X
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@item raw MPEG-4 @tab X @tab X
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@item raw NULL @tab X @tab
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@item raw video @tab X @tab X
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@item raw id RoQ @tab X @tab
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@item raw Shorten @tab @tab X
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@item raw TrueHD @tab X @tab X
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@item raw VC-1 @tab @tab X
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@item raw PCM A-law @tab X @tab X
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@item raw PCM mu-law @tab X @tab X
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@item raw PCM signed 8 bit @tab X @tab X
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@item raw PCM signed 16 bit big-endian @tab X @tab X
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@item raw PCM signed 16 bit little-endian @tab X @tab X
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@item raw PCM signed 24 bit big-endian @tab X @tab X
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@item raw PCM signed 24 bit little-endian @tab X @tab X
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@item raw PCM signed 32 bit big-endian @tab X @tab X
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@item raw PCM signed 32 bit little-endian @tab X @tab X
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@item raw PCM unsigned 8 bit @tab X @tab X
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@item raw PCM unsigned 16 bit big-endian @tab X @tab X
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@item raw PCM unsigned 16 bit little-endian @tab X @tab X
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@item raw PCM unsigned 24 bit big-endian @tab X @tab X
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@item raw PCM unsigned 24 bit little-endian @tab X @tab X
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@item raw PCM unsigned 32 bit big-endian @tab X @tab X
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@item raw PCM unsigned 32 bit little-endian @tab X @tab X
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@item raw PCM floating-point 32 bit big-endian @tab X @tab X
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@item raw PCM floating-point 32 bit little-endian @tab X @tab X
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@item raw PCM floating-point 64 bit big-endian @tab X @tab X
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@item raw PCM floating-point 64 bit little-endian @tab X @tab X
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@item RDT @tab @tab X
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@item REDCODE R3D @tab @tab X
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@tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
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@item RealMedia @tab X @tab X
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@item Redirector @tab @tab X
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@item Renderware TeXture Dictionary @tab @tab X
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@item RL2 @tab @tab X
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@tab Audio and video format used in some games by Entertainment Software Partners.
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@item RPL/ARMovie @tab @tab X
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@item Lego Mindstorms RSO @tab X @tab X
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@item RTMP @tab X @tab X
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@tab Output is performed by publishing stream to RTMP server
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@item RTP @tab X @tab X
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@item RTSP @tab X @tab X
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@item SAP @tab X @tab X
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@item SDP @tab @tab X
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@item Sega FILM/CPK @tab @tab X
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@tab Used in many Sega Saturn console games.
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@item Sierra SOL @tab @tab X
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@tab .sol files used in Sierra Online games.
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@item Sierra VMD @tab @tab X
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@tab Used in Sierra CD-ROM games.
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@item Smacker @tab @tab X
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@tab Multimedia format used by many games.
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@item Sony OpenMG (OMA) @tab @tab X
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@tab Audio format used in Sony Sonic Stage and Sony Vegas.
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@item Sony PlayStation STR @tab @tab X
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@item Sony Wave64 (W64) @tab @tab X
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@item SoX native format @tab X @tab X
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@item SUN AU format @tab X @tab X
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@item Text files @tab @tab X
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@item THP @tab @tab X
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@tab Used on the Nintendo GameCube.
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@item Tiertex Limited SEQ @tab @tab X
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@tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
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@item True Audio @tab @tab X
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@item VC-1 test bitstream @tab X @tab X
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@item WAV @tab X @tab X
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@item WavPack @tab @tab X
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@item WebM @tab X @tab X
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@item Windows Televison (WTV) @tab @tab X
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@item Wing Commander III movie @tab @tab X
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@tab Multimedia format used in Origin's Wing Commander III computer game.
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@item Westwood Studios audio @tab @tab X
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@tab Multimedia format used in Westwood Studios games.
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@item Westwood Studios VQA @tab @tab X
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@tab Multimedia format used in Westwood Studios games.
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@item XMV @tab @tab X
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@tab Microsoft video container used in Xbox games.
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@item xWMA @tab @tab X
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@tab Microsoft audio container used by XAudio 2.
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@item YUV4MPEG pipe @tab X @tab X
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@item Psygnosis YOP @tab @tab X
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@end multitable
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@code{X} means that encoding (resp. decoding) is supported.
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@section Image Formats
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Libav can read and write images for each frame of a video sequence. The
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following image formats are supported:
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@multitable @columnfractions .4 .1 .1 .4
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@item Name @tab Encoding @tab Decoding @tab Comments
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@item .Y.U.V @tab X @tab X
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@tab one raw file per component
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@item animated GIF @tab X @tab X
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@tab Only uncompressed GIFs are generated.
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@item BMP @tab X @tab X
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@tab Microsoft BMP image
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@item DPX @tab X @tab X
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@tab Digital Picture Exchange
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@item JPEG @tab X @tab X
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@tab Progressive JPEG is not supported.
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@item JPEG 2000 @tab @tab E
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@tab decoding supported through external library libopenjpeg
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@item JPEG-LS @tab X @tab X
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@item LJPEG @tab X @tab
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@tab Lossless JPEG
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@item PAM @tab X @tab X
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@tab PAM is a PNM extension with alpha support.
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@item PBM @tab X @tab X
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@tab Portable BitMap image
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@item PCX @tab X @tab X
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@tab PC Paintbrush
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@item PGM @tab X @tab X
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@tab Portable GrayMap image
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@item PGMYUV @tab X @tab X
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@tab PGM with U and V components in YUV 4:2:0
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@item PIC @tab @tab X
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@tab Pictor/PC Paint
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@item PNG @tab X @tab X
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@tab 2/4 bpp not supported yet
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@item PPM @tab X @tab X
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@tab Portable PixelMap image
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@item PTX @tab @tab X
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@tab V.Flash PTX format
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@item SGI @tab X @tab X
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@tab SGI RGB image format
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@item Sun Rasterfile @tab @tab X
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@tab Sun RAS image format
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@item TIFF @tab X @tab X
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@tab YUV, JPEG and some extension is not supported yet.
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@item Truevision Targa @tab X @tab X
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@tab Targa (.TGA) image format
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@end multitable
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@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 A64 multicolor @tab X @tab
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@tab Creates video suitable to be played on a commodore 64 (multicolor mode).
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@item American Laser Games MM @tab @tab X
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@tab Used in games like Mad Dog McCree.
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@item AMV Video @tab @tab X
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@tab Used in Chinese MP3 players.
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@item ANSI/ASCII art @tab @tab X
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@item Apple MJPEG-B @tab @tab X
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@item Apple ProRes @tab @tab X
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@item Apple QuickDraw @tab @tab X
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@tab fourcc: qdrw
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@item Asus v1 @tab X @tab X
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@tab fourcc: ASV1
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@item Asus v2 @tab X @tab X
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@tab fourcc: ASV2
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@item ATI VCR1 @tab @tab X
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@tab fourcc: VCR1
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@item ATI VCR2 @tab @tab X
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@tab fourcc: VCR2
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@item Auravision Aura @tab @tab X
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@item Auravision Aura 2 @tab @tab X
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@item Autodesk Animator Flic video @tab @tab X
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@item Autodesk RLE @tab @tab X
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@tab fourcc: AASC
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@item AVS (Audio Video Standard) video @tab @tab X
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@tab Video encoding used by the Creature Shock game.
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@item Beam Software VB @tab @tab X
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@item Bethesda VID video @tab @tab X
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@tab Used in some games from Bethesda Softworks.
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@item Bink Video @tab @tab X
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@item Bitmap Brothers JV video @tab @tab X
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@item Brute Force & Ignorance @tab @tab X
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@tab Used in the game Flash Traffic: City of Angels.
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@item C93 video @tab @tab X
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@tab Codec used in Cyberia game.
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@item CamStudio @tab @tab X
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@tab fourcc: CSCD
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@item CD+G @tab @tab X
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@tab Video codec for CD+G karaoke disks
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@item Chinese AVS video @tab E @tab X
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@tab AVS1-P2, JiZhun profile, encoding through external library libxavs
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@item Delphine Software International CIN video @tab @tab X
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@tab Codec used in Delphine Software International games.
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@item Discworld II BMV Video @tab @tab X
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@item Cinepak @tab @tab X
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@item Cirrus Logic AccuPak @tab @tab X
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@tab fourcc: CLJR
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@item Creative YUV (CYUV) @tab @tab X
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@item DFA @tab @tab X
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@tab Codec used in Chronomaster game.
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@item Dirac @tab E @tab E
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@tab supported through external libdirac/libschroedinger libraries
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@item Deluxe Paint Animation @tab @tab X
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@item DNxHD @tab X @tab X
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@tab aka SMPTE VC3
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@item Duck TrueMotion 1.0 @tab @tab X
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@tab fourcc: DUCK
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@item Duck TrueMotion 2.0 @tab @tab X
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@tab fourcc: TM20
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@item DV (Digital Video) @tab X @tab X
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@item Feeble Files/ScummVM DXA @tab @tab X
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@tab Codec originally used in Feeble Files game.
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@item Electronic Arts CMV video @tab @tab X
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@tab Used in NHL 95 game.
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@item Electronic Arts Madcow video @tab @tab X
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@item Electronic Arts TGV video @tab @tab X
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@item Electronic Arts TGQ video @tab @tab X
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@item Electronic Arts TQI video @tab @tab X
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@item Escape 124 @tab @tab X
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@item FFmpeg video codec #1 @tab X @tab X
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@tab experimental lossless codec (fourcc: FFV1)
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@item Flash Screen Video v1 @tab X @tab X
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@tab fourcc: FSV1
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@item Flash Screen Video v2 @tab @tab X
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@item Flash Video (FLV) @tab X @tab X
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@tab Sorenson H.263 used in Flash
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@item Fraps @tab @tab X
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@item H.261 @tab X @tab X
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@item H.263 / H.263-1996 @tab X @tab X
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@item H.263+ / H.263-1998 / H.263 version 2 @tab X @tab X
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|
@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 @tab E @tab X
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@tab encoding supported through external library libx264
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@item H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) @tab E @tab X
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@item HuffYUV @tab X @tab X
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@item HuffYUV FFmpeg variant @tab X @tab X
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@item IBM Ultimotion @tab @tab X
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@tab fourcc: ULTI
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@item id Cinematic video @tab @tab X
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@tab Used in Quake II.
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@item id RoQ video @tab X @tab X
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@tab Used in Quake III, Jedi Knight 2, other computer games.
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@item IFF ILBM @tab @tab X
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@tab IFF interlaved bitmap
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@item IFF ByteRun1 @tab @tab X
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@tab IFF run length encoded bitmap
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@item Intel H.263 @tab @tab X
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@item Intel Indeo 2 @tab @tab X
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@item Intel Indeo 3 @tab @tab X
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@item Intel Indeo 5 @tab @tab X
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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 Interplay MVE video @tab @tab X
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|
@tab Used in Interplay .MVE files.
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|
@item Karl Morton's video codec @tab @tab X
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@tab Codec used in Worms games.
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@item Kega Game Video (KGV1) @tab @tab X
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|
@tab Kega emulator screen capture codec.
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@item Lagarith @tab @tab X
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|
@item LCL (LossLess Codec Library) MSZH @tab @tab X
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|
@item LCL (LossLess Codec Library) ZLIB @tab E @tab E
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@item LOCO @tab @tab X
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@item lossless MJPEG @tab X @tab X
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@item Microsoft RLE @tab @tab X
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@item Microsoft Video 1 @tab @tab X
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|
@item Mimic @tab @tab X
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@tab Used in MSN Messenger Webcam streams.
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|
@item Miro VideoXL @tab @tab X
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|
@tab fourcc: VIXL
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|
@item MJPEG (Motion JPEG) @tab X @tab X
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|
@item Mobotix MxPEG video @tab @tab X
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|
@item Motion Pixels video @tab @tab X
|
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|
@item MPEG-1 video @tab X @tab X
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|
@item MPEG-1/2 video XvMC (X-Video Motion Compensation) @tab @tab X
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@item MPEG-1/2 video (VDPAU acceleration) @tab @tab X
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@item MPEG-2 video @tab X @tab X
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@item MPEG-4 part 2 @tab X @tab X
|
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|
|
@ libxvidcore can be used alternatively for encoding.
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@item MPEG-4 part 2 Microsoft variant version 1 @tab @tab X
|
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|
@item MPEG-4 part 2 Microsoft variant version 2 @tab X @tab X
|
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@item MPEG-4 part 2 Microsoft variant version 3 @tab X @tab X
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@item Nintendo Gamecube THP video @tab @tab X
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@item NuppelVideo/RTjpeg @tab @tab X
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@tab Video encoding used in NuppelVideo files.
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@item On2 VP3 @tab @tab X
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|
@tab still experimental
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|
@item On2 VP5 @tab @tab X
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@tab fourcc: VP50
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|
@item On2 VP6 @tab @tab X
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|
@tab fourcc: VP60,VP61,VP62
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@item VP8 @tab E @tab X
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|
@tab fourcc: VP80, encoding supported through external library libvpx
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@item planar RGB @tab @tab X
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|
@tab fourcc: 8BPS
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|
@item Q-team QPEG @tab @tab X
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@tab fourccs: QPEG, Q1.0, Q1.1
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@item QuickTime 8BPS video @tab @tab X
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@item QuickTime Animation (RLE) video @tab X @tab X
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|
@tab fourcc: 'rle '
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|
@item QuickTime Graphics (SMC) @tab @tab X
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|
@tab fourcc: 'smc '
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|
@item QuickTime video (RPZA) @tab @tab X
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|
@tab fourcc: rpza
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|
@item R10K AJA Kona 10-bit RGB Codec @tab @tab X
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|
@item R210 Quicktime Uncompressed RGB 10-bit @tab @tab X
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|
@item Raw Video @tab X @tab X
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|
|
@item RealVideo 1.0 @tab X @tab X
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@item RealVideo 2.0 @tab X @tab X
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@item RealVideo 3.0 @tab @tab X
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|
|
@tab still far from ideal
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|
@item RealVideo 4.0 @tab @tab X
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|
|
@item Renderware TXD (TeXture Dictionary) @tab @tab X
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|
|
@tab Texture dictionaries used by the Renderware Engine.
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|
|
@item RL2 video @tab @tab X
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|
|
@tab used in some games by Entertainment Software Partners
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|
|
@item Sierra VMD video @tab @tab X
|
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|
|
@tab Used in Sierra VMD files.
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|
@item Smacker video @tab @tab X
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|
|
@tab Video encoding used in Smacker.
|
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|
|
@item SMPTE VC-1 @tab @tab X
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|
@item Snow @tab X @tab X
|
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|
|
@tab experimental wavelet codec (fourcc: SNOW)
|
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|
|
@item Sony PlayStation MDEC (Motion DECoder) @tab @tab X
|
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|
|
@item Sorenson Vector Quantizer 1 @tab X @tab X
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|
|
@tab fourcc: SVQ1
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|
@item Sorenson Vector Quantizer 3 @tab @tab X
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|
|
@tab fourcc: SVQ3
|
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|
|
@item Sunplus JPEG (SP5X) @tab @tab X
|
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|
|
@tab fourcc: SP5X
|
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|
|
@item TechSmith Screen Capture Codec @tab @tab X
|
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|
|
@tab fourcc: TSCC
|
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|
|
@item Theora @tab E @tab X
|
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|
|
@tab encoding supported through external library libtheora
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|
|
@item Tiertex Limited SEQ video @tab @tab X
|
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|
|
@tab Codec used in DOS CD-ROM FlashBack game.
|
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|
|
@item Ut Video @tab @tab X
|
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|
|
@item V210 Quicktime Uncompressed 4:2:2 10-bit @tab X @tab X
|
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|
|
@item VBLE Lossless Codec @tab @tab X
|
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|
|
@item VMware Screen Codec / VMware Video @tab @tab X
|
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|
|
@tab Codec used in videos captured by VMware.
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|
|
@item Westwood Studios VQA (Vector Quantized Animation) video @tab @tab X
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|
|
@item Windows Media Image @tab @tab X
|
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|
|
@item Windows Media Video 7 @tab X @tab X
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|
|
@item Windows Media Video 8 @tab X @tab X
|
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|
|
@item Windows Media Video 9 @tab @tab X
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|
|
@tab not completely working
|
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|
|
@item Wing Commander III / Xan @tab @tab X
|
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|
|
@tab Used in Wing Commander III .MVE files.
|
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|
|
@item Wing Commander IV / Xan @tab @tab X
|
|
|
|
@tab Used in Wing Commander IV.
|
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|
|
@item Winnov WNV1 @tab @tab X
|
|
|
|
@item WMV7 @tab X @tab X
|
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|
|
@item YAMAHA SMAF @tab X @tab X
|
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|
|
@item Psygnosis YOP Video @tab @tab X
|
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|
|
@item ZLIB @tab X @tab X
|
|
|
|
@tab part of LCL, encoder experimental
|
|
|
|
@item Zip Motion Blocks Video @tab X @tab X
|
|
|
|
@tab Encoder works only in PAL8.
|
|
|
|
@end multitable
|
|
|
|
|
|
|
|
@code{X} means that encoding (resp. decoding) is supported.
|
|
|
|
|
|
|
|
@code{E} means that support is provided through an external library.
|
|
|
|
|
|
|
|
@section Audio Codecs
|
|
|
|
|
|
|
|
@multitable @columnfractions .4 .1 .1 .4
|
|
|
|
@item Name @tab Encoding @tab Decoding @tab Comments
|
|
|
|
@item 8SVX audio @tab @tab X
|
|
|
|
@item AAC @tab E @tab X
|
|
|
|
@tab encoding supported through external library libfaac and libvo-aacenc
|
|
|
|
@item AC-3 @tab IX @tab X
|
|
|
|
@item ADPCM 4X Movie @tab @tab X
|
|
|
|
@item ADPCM CDROM XA @tab @tab X
|
|
|
|
@item ADPCM Creative Technology @tab @tab X
|
|
|
|
@tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
|
|
|
|
@item ADPCM Electronic Arts @tab @tab X
|
|
|
|
@tab Used in various EA titles.
|
|
|
|
@item ADPCM Electronic Arts Maxis CDROM XS @tab @tab X
|
|
|
|
@tab Used in Sim City 3000.
|
|
|
|
@item ADPCM Electronic Arts R1 @tab @tab X
|
|
|
|
@item ADPCM Electronic Arts R2 @tab @tab X
|
|
|
|
@item ADPCM Electronic Arts R3 @tab @tab X
|
|
|
|
@item ADPCM Electronic Arts XAS @tab @tab X
|
|
|
|
@item ADPCM G.722 @tab X @tab X
|
|
|
|
@item ADPCM G.726 @tab X @tab X
|
|
|
|
@item ADPCM IMA AMV @tab @tab X
|
|
|
|
@tab Used in AMV files
|
|
|
|
@item ADPCM IMA Electronic Arts EACS @tab @tab X
|
|
|
|
@item ADPCM IMA Electronic Arts SEAD @tab @tab X
|
|
|
|
@item ADPCM IMA Funcom @tab @tab X
|
|
|
|
@item ADPCM IMA QuickTime @tab X @tab X
|
|
|
|
@item ADPCM IMA Loki SDL MJPEG @tab @tab X
|
|
|
|
@item ADPCM IMA WAV @tab X @tab X
|
|
|
|
@item ADPCM IMA Westwood @tab @tab X
|
|
|
|
@item ADPCM ISS IMA @tab @tab X
|
|
|
|
@tab Used in FunCom games.
|
|
|
|
@item ADPCM IMA Duck DK3 @tab @tab X
|
|
|
|
@tab Used in some Sega Saturn console games.
|
|
|
|
@item ADPCM IMA Duck DK4 @tab @tab X
|
|
|
|
@tab Used in some Sega Saturn console games.
|
|
|
|
@item ADPCM Microsoft @tab X @tab X
|
|
|
|
@item ADPCM MS IMA @tab X @tab X
|
|
|
|
@item ADPCM Nintendo Gamecube THP @tab @tab X
|
|
|
|
@item ADPCM QT IMA @tab X @tab X
|
|
|
|
@item ADPCM SEGA CRI ADX @tab X @tab X
|
|
|
|
@tab Used in Sega Dreamcast games.
|
|
|
|
@item ADPCM Shockwave Flash @tab X @tab X
|
|
|
|
@item ADPCM SMJPEG IMA @tab @tab X
|
|
|
|
@tab Used in certain Loki game ports.
|
|
|
|
@item ADPCM Sound Blaster Pro 2-bit @tab @tab X
|
|
|
|
@item ADPCM Sound Blaster Pro 2.6-bit @tab @tab X
|
|
|
|
@item ADPCM Sound Blaster Pro 4-bit @tab @tab X
|
|
|
|
@item ADPCM Westwood Studios IMA @tab @tab X
|
|
|
|
@tab Used in Westwood Studios games like Command and Conquer.
|
|
|
|
@item ADPCM Yamaha @tab X @tab X
|
|
|
|
@item AMR-NB @tab E @tab X
|
|
|
|
@tab encoding supported through external library libopencore-amrnb
|
|
|
|
@item AMR-WB @tab E @tab X
|
|
|
|
@tab encoding supported through external library libvo-amrwbenc
|
|
|
|
@item Apple lossless audio @tab X @tab X
|
|
|
|
@tab QuickTime fourcc 'alac'
|
|
|
|
@item Atrac 1 @tab @tab X
|
|
|
|
@item Atrac 3 @tab @tab X
|
|
|
|
@item Bink Audio @tab @tab X
|
|
|
|
@tab Used in Bink and Smacker files in many games.
|
|
|
|
@item Delphine Software International CIN audio @tab @tab X
|
|
|
|
@tab Codec used in Delphine Software International games.
|
|
|
|
@item Discworld II BMV Audio @tab @tab X
|
|
|
|
@item COOK @tab @tab X
|
|
|
|
@tab All versions except 5.1 are supported.
|
|
|
|
@item DCA (DTS Coherent Acoustics) @tab @tab X
|
|
|
|
@item DPCM id RoQ @tab X @tab X
|
|
|
|
@tab Used in Quake III, Jedi Knight 2, other computer games.
|
|
|
|
@item DPCM Interplay @tab @tab X
|
|
|
|
@tab Used in various Interplay computer games.
|
|
|
|
@item DPCM Sierra Online @tab @tab X
|
|
|
|
@tab Used in Sierra Online game audio files.
|
|
|
|
@item DPCM Sol @tab @tab X
|
|
|
|
@item DPCM Xan @tab @tab X
|
|
|
|
@tab Used in Origin's Wing Commander IV AVI files.
|
|
|
|
@item DSP Group TrueSpeech @tab @tab X
|
|
|
|
@item DV audio @tab @tab X
|
|
|
|
@item Enhanced AC-3 @tab X @tab X
|
|
|
|
@item FLAC (Free Lossless Audio Codec) @tab X @tab IX
|
|
|
|
@item GSM @tab E @tab X
|
|
|
|
@tab encoding supported through external library libgsm
|
|
|
|
@item GSM Microsoft variant @tab E @tab X
|
|
|
|
@tab encoding supported through external library libgsm
|
|
|
|
@item IMC (Intel Music Coder) @tab @tab X
|
|
|
|
@item MACE (Macintosh Audio Compression/Expansion) 3:1 @tab @tab X
|
|
|
|
@item MACE (Macintosh Audio Compression/Expansion) 6:1 @tab @tab X
|
|
|
|
@item MLP (Meridian Lossless Packing) @tab @tab X
|
|
|
|
@tab Used in DVD-Audio discs.
|
|
|
|
@item Monkey's Audio @tab @tab X
|
|
|
|
@tab Only versions 3.97-3.99 are supported.
|
|
|
|
@item MP1 (MPEG audio layer 1) @tab @tab IX
|
|
|
|
@item MP2 (MPEG audio layer 2) @tab IX @tab IX
|
|
|
|
@item MP3 (MPEG audio layer 3) @tab E @tab IX
|
|
|
|
@tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
|
|
|
|
@item MPEG-4 Audio Lossless Coding (ALS) @tab @tab X
|
|
|
|
@item Musepack SV7 @tab @tab X
|
|
|
|
@item Musepack SV8 @tab @tab X
|
|
|
|
@item Nellymoser Asao @tab X @tab X
|
|
|
|
@item PCM A-law @tab X @tab X
|
|
|
|
@item PCM mu-law @tab X @tab X
|
|
|
|
@item PCM 16-bit little-endian planar @tab @tab X
|
|
|
|
@item PCM 32-bit floating point big-endian @tab X @tab X
|
|
|
|
@item PCM 32-bit floating point little-endian @tab X @tab X
|
|
|
|
@item PCM 64-bit floating point big-endian @tab X @tab X
|
|
|
|
@item PCM 64-bit floating point little-endian @tab X @tab X
|
|
|
|
@item PCM D-Cinema audio signed 24-bit @tab X @tab X
|
|
|
|
@item PCM signed 8-bit @tab X @tab X
|
|
|
|
@item PCM signed 16-bit big-endian @tab X @tab X
|
|
|
|
@item PCM signed 16-bit little-endian @tab X @tab X
|
|
|
|
@item PCM signed 24-bit big-endian @tab X @tab X
|
|
|
|
@item PCM signed 24-bit little-endian @tab X @tab X
|
|
|
|
@item PCM signed 32-bit big-endian @tab X @tab X
|
|
|
|
@item PCM signed 32-bit little-endian @tab X @tab X
|
|
|
|
@item PCM signed 16/20/24-bit big-endian in MPEG-TS @tab @tab X
|
|
|
|
@item PCM unsigned 8-bit @tab X @tab X
|
|
|
|
@item PCM unsigned 16-bit big-endian @tab X @tab X
|
|
|
|
@item PCM unsigned 16-bit little-endian @tab X @tab X
|
|
|
|
@item PCM unsigned 24-bit big-endian @tab X @tab X
|
|
|
|
@item PCM unsigned 24-bit little-endian @tab X @tab X
|
|
|
|
@item PCM unsigned 32-bit big-endian @tab X @tab X
|
|
|
|
@item PCM unsigned 32-bit little-endian @tab X @tab X
|
|
|
|
@item PCM Zork @tab @tab X
|
|
|
|
@item QCELP / PureVoice @tab @tab X
|
|
|
|
@item QDesign Music Codec 2 @tab @tab X
|
|
|
|
@tab There are still some distortions.
|
|
|
|
@item RealAudio 1.0 (14.4K) @tab X @tab X
|
|
|
|
@tab Real 14400 bit/s codec
|
|
|
|
@item RealAudio 2.0 (28.8K) @tab @tab X
|
|
|
|
@tab Real 28800 bit/s codec
|
|
|
|
@item RealAudio 3.0 (dnet) @tab IX @tab X
|
|
|
|
@tab Real low bitrate AC-3 codec
|
|
|
|
@item RealAudio SIPR / ACELP.NET @tab @tab X
|
|
|
|
@item Shorten @tab @tab X
|
|
|
|
@item Sierra VMD audio @tab @tab X
|
|
|
|
@tab Used in Sierra VMD files.
|
|
|
|
@item Smacker audio @tab @tab X
|
|
|
|
@item SMPTE 302M AES3 audio @tab @tab X
|
|
|
|
@item Speex @tab E @tab E
|
|
|
|
@tab supported through external library libspeex
|
|
|
|
@item True Audio (TTA) @tab @tab X
|
|
|
|
@item TrueHD @tab @tab X
|
|
|
|
@tab Used in HD-DVD and Blu-Ray discs.
|
|
|
|
@item TwinVQ (VQF flavor) @tab @tab X
|
|
|
|
@item Vorbis @tab E @tab X
|
|
|
|
@tab A native but very primitive encoder exists.
|
|
|
|
@item WavPack @tab @tab X
|
|
|
|
@item Westwood Audio (SND1) @tab @tab X
|
|
|
|
@item Windows Media Audio 1 @tab X @tab X
|
|
|
|
@item Windows Media Audio 2 @tab X @tab X
|
|
|
|
@item Windows Media Audio Pro @tab @tab X
|
|
|
|
@item Windows Media Audio Voice @tab @tab X
|
|
|
|
@end multitable
|
|
|
|
|
|
|
|
@code{X} means that encoding (resp. decoding) is supported.
|
|
|
|
|
|
|
|
@code{E} means that support is provided through an external library.
|
|
|
|
|
|
|
|
@code{I} means that an integer-only version is available, too (ensures high
|
|
|
|
performance on systems without hardware floating point support).
|
|
|
|
|
|
|
|
@section Subtitle Formats
|
|
|
|
|
|
|
|
@multitable @columnfractions .4 .1 .1 .1 .1
|
|
|
|
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
|
|
|
|
@item SSA/ASS @tab X @tab X @tab X @tab X
|
|
|
|
@item DVB @tab X @tab X @tab X @tab X
|
|
|
|
@item DVD @tab X @tab X @tab X @tab X
|
|
|
|
@item PGS @tab @tab @tab @tab X
|
|
|
|
@item SubRip (SRT) @tab X @tab X @tab @tab X
|
|
|
|
@item XSUB @tab @tab @tab X @tab X
|
|
|
|
@end multitable
|
|
|
|
|
|
|
|
@code{X} means that the feature is supported.
|
|
|
|
|
|
|
|
@section Network Protocols
|
|
|
|
|
|
|
|
@multitable @columnfractions .4 .1
|
|
|
|
@item Name @tab Support
|
|
|
|
@item Apple HTTP Live Streaming @tab X
|
|
|
|
@item file @tab X
|
|
|
|
@item Gopher @tab X
|
|
|
|
@item HTTP @tab X
|
|
|
|
@item MMS @tab X
|
|
|
|
@item pipe @tab X
|
|
|
|
@item RTP @tab X
|
|
|
|
@item TCP @tab X
|
|
|
|
@item UDP @tab X
|
|
|
|
@end multitable
|
|
|
|
|
|
|
|
@code{X} means that the protocol is supported.
|
|
|
|
|
|
|
|
|
|
|
|
@section Input/Output Devices
|
|
|
|
|
|
|
|
@multitable @columnfractions .4 .1 .1
|
|
|
|
@item Name @tab Input @tab Output
|
|
|
|
@item ALSA @tab X @tab X
|
|
|
|
@item BKTR @tab X @tab
|
|
|
|
@item DV1394 @tab X @tab
|
|
|
|
@item JACK @tab X @tab
|
|
|
|
@item LIBDC1394 @tab X @tab
|
|
|
|
@item OSS @tab X @tab X
|
|
|
|
@item Video4Linux @tab X @tab
|
|
|
|
@item Video4Linux2 @tab X @tab
|
|
|
|
@item VfW capture @tab X @tab
|
|
|
|
@item X11 grabbing @tab X @tab
|
|
|
|
@end multitable
|
|
|
|
|
|
|
|
@code{X} means that input/output is supported.
|
|
|
|
|
|
|
|
|
|
|
|
@chapter Platform Specific information
|
|
|
|
|
|
|
|
@section DOS
|
|
|
|
|
|
|
|
Using a cross-compiler is preferred for various reasons.
|
|
|
|
|
|
|
|
@section OS/2
|
|
|
|
|
|
|
|
For information about compiling Libav on OS/2 see
|
|
|
|
@url{http://www.edm2.com/index.php/FFmpeg}.
|
|
|
|
|
|
|
|
@section Unix-like
|
|
|
|
|
|
|
|
Some parts of Libav cannot be built with version 2.15 of the GNU
|
|
|
|
assembler which is still provided by a few AMD64 distributions. To
|
|
|
|
make sure your compiler really uses the required version of gas
|
|
|
|
after a binutils upgrade, run:
|
|
|
|
|
|
|
|
@example
|
|
|
|
$(gcc -print-prog-name=as) --version
|
|
|
|
@end example
|
|
|
|
|
|
|
|
If not, then you should install a different compiler that has no
|
|
|
|
hard-coded path to gas. In the worst case pass @code{--disable-asm}
|
|
|
|
to configure.
|
|
|
|
|
|
|
|
@subsection BSD
|
|
|
|
|
|
|
|
BSD make will not build Libav, you need to install and use GNU Make
|
|
|
|
(@file{gmake}).
|
|
|
|
|
|
|
|
@subsection (Open)Solaris
|
|
|
|
|
|
|
|
GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
|
|
|
|
standard Solaris Make will not work. When building with a non-c99 front-end
|
|
|
|
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
|
|
|
|
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
|
|
|
|
since the libc is not c99-compliant by default. The probes performed by
|
|
|
|
configure may raise an exception leading to the death of configure itself
|
|
|
|
due to a bug in the system shell. Simply invoke a different shell such as
|
|
|
|
bash directly to work around this:
|
|
|
|
|
|
|
|
@example
|
|
|
|
bash ./configure
|
|
|
|
@end example
|
|
|
|
|
|
|
|
@subsection Darwin (MacOS X, iPhone)
|
|
|
|
|
|
|
|
MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
|
|
|
|
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
|
|
|
|
assembler functions. Just download the Perl script and put it somewhere
|
|
|
|
in your PATH, Libav's configure will pick it up automatically.
|
|
|
|
|
|
|
|
@section Windows
|
|
|
|
|
|
|
|
@subsection Native Windows compilation
|
|
|
|
|
|
|
|
Libav can be built to run natively on Windows using the MinGW tools. Install
|
|
|
|
the latest versions of MSYS and MinGW from @url{http://www.mingw.org/}.
|
|
|
|
You can find detailed installation
|
|
|
|
instructions in the download section and the FAQ.
|
|
|
|
|
|
|
|
Libav does not build out-of-the-box with the packages the automated MinGW
|
|
|
|
installer provides. It also requires coreutils to be installed and many other
|
|
|
|
packages updated to the latest version. The minimum version for some packages
|
|
|
|
are listed below:
|
|
|
|
|
|
|
|
@itemize
|
|
|
|
@item bash 3.1
|
|
|
|
@item msys-make 3.81-2 (note: not mingw32-make)
|
|
|
|
@item w32api 3.13
|
|
|
|
@item mingw-runtime 3.15
|
|
|
|
@end itemize
|
|
|
|
|
|
|
|
Libav automatically passes @code{-fno-common} to the compiler to work around
|
|
|
|
a GCC bug (see @url{http://gcc.gnu.org/bugzilla/show_bug.cgi?id=37216}).
|
|
|
|
|
|
|
|
Notes:
|
|
|
|
|
|
|
|
@itemize
|
|
|
|
|
|
|
|
@item Building natively using MSYS can be sped up by disabling implicit rules
|
|
|
|
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
|
|
|
|
speed up is close to non-existent for normal one-off builds and is only
|
|
|
|
noticeable when running make for a second time (for example in
|
|
|
|
@code{make install}).
|
|
|
|
|
|
|
|
@item In order to compile AVplay, you must have the MinGW development library
|
|
|
|
of @uref{http://www.libsdl.org/, SDL}.
|
|
|
|
Edit the @file{bin/sdl-config} script so that it points to the correct prefix
|
|
|
|
where SDL was installed. Verify that @file{sdl-config} can be launched from
|
|
|
|
the MSYS command line.
|
|
|
|
|
|
|
|
@item By using @code{./configure --enable-shared} when configuring Libav,
|
|
|
|
you can build libavutil, libavcodec and libavformat as DLLs.
|
|
|
|
|
|
|
|
@end itemize
|
|
|
|
|
|
|
|
@subsection Microsoft Visual C++ compatibility
|
|
|
|
|
|
|
|
As stated in the FAQ, Libav will not compile under MSVC++. However, if you
|
|
|
|
want to use the libav* libraries in your own applications, you can still
|
|
|
|
compile those applications using MSVC++. But the libav* libraries you link
|
|
|
|
to @emph{must} be built with MinGW. However, you will not be able to debug
|
|
|
|
inside the libav* libraries, since MSVC++ does not recognize the debug
|
|
|
|
symbols generated by GCC.
|
|
|
|
We strongly recommend you to move over from MSVC++ to MinGW tools.
|
|
|
|
|
|
|
|
This description of how to use the Libav libraries with MSVC++ is based on
|
|
|
|
Microsoft Visual C++ 2005 Express Edition. If you have a different version,
|
|
|
|
you might have to modify the procedures slightly.
|
|
|
|
|
|
|
|
@subsubsection Using static libraries
|
|
|
|
|
|
|
|
Assuming you have just built and installed Libav in @file{/usr/local}.
|
|
|
|
|
|
|
|
@enumerate
|
|
|
|
|
|
|
|
@item Create a new console application ("File / New / Project") and then
|
|
|
|
select "Win32 Console Application". On the appropriate page of the
|
|
|
|
Application Wizard, uncheck the "Precompiled headers" option.
|
|
|
|
|
|
|
|
@item Write the source code for your application, or, for testing, just
|
|
|
|
copy the code from an existing sample application into the source file
|
|
|
|
that MSVC++ has already created for you. For example, you can copy
|
|
|
|
@file{libavformat/output-example.c} from the Libav distribution.
|
|
|
|
|
|
|
|
@item Open the "Project / Properties" dialog box. In the "Configuration"
|
|
|
|
combo box, select "All Configurations" so that the changes you make will
|
|
|
|
affect both debug and release builds. In the tree view on the left hand
|
|
|
|
side, select "C/C++ / General", then edit the "Additional Include
|
|
|
|
Directories" setting to contain the path where the Libav includes were
|
|
|
|
installed (i.e. @file{c:\msys\1.0\local\include}).
|
|
|
|
Do not add MinGW's include directory here, or the include files will
|
|
|
|
conflict with MSVC's.
|
|
|
|
|
|
|
|
@item Still in the "Project / Properties" dialog box, select
|
|
|
|
"Linker / General" from the tree view and edit the
|
|
|
|
"Additional Library Directories" setting to contain the @file{lib}
|
|
|
|
directory where Libav was installed (i.e. @file{c:\msys\1.0\local\lib}),
|
|
|
|
the directory where MinGW libs are installed (i.e. @file{c:\mingw\lib}),
|
|
|
|
and the directory where MinGW's GCC libs are installed
|
|
|
|
(i.e. @file{C:\mingw\lib\gcc\mingw32\4.2.1-sjlj}). Then select
|
|
|
|
"Linker / Input" from the tree view, and add the files @file{libavformat.a},
|
|
|
|
@file{libavcodec.a}, @file{libavutil.a}, @file{libmingwex.a},
|
|
|
|
@file{libgcc.a}, and any other libraries you used (i.e. @file{libz.a})
|
|
|
|
to the end of "Additional Dependencies".
|
|
|
|
|
|
|
|
@item Now, select "C/C++ / Code Generation" from the tree view. Select
|
|
|
|
"Debug" in the "Configuration" combo box. Make sure that "Runtime
|
|
|
|
Library" is set to "Multi-threaded Debug DLL". Then, select "Release" in
|
|
|
|
the "Configuration" combo box and make sure that "Runtime Library" is
|
|
|
|
set to "Multi-threaded DLL".
|
|
|
|
|
|
|
|
@item Click "OK" to close the "Project / Properties" dialog box.
|
|
|
|
|
|
|
|
@item MSVC++ lacks some C99 header files that are fundamental for Libav.
|
|
|
|
Get msinttypes from @url{http://code.google.com/p/msinttypes/downloads/list}
|
|
|
|
and install it in MSVC++'s include directory
|
|
|
|
(i.e. @file{C:\Program Files\Microsoft Visual Studio 8\VC\include}).
|
|
|
|
|
|
|
|
@item MSVC++ also does not understand the @code{inline} keyword used by
|
|
|
|
Libav, so you must add this line before @code{#include}ing libav*:
|
|
|
|
@example
|
|
|
|
#define inline _inline
|
|
|
|
@end example
|
|
|
|
|
|
|
|
@item Build your application, everything should work.
|
|
|
|
|
|
|
|
@end enumerate
|
|
|
|
|
|
|
|
@subsubsection Using shared libraries
|
|
|
|
|
|
|
|
This is how to create DLL and LIB files that are compatible with MSVC++:
|
|
|
|
|
|
|
|
Within the MSYS shell, build Libav with
|
|
|
|
|
|
|
|
@example
|
|
|
|
./configure --enable-shared
|
|
|
|
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.
|
|
|
|
|
|
|
|
Alternatively, build the libraries with a cross compiler, according to
|
|
|
|
the instructions below in @ref{Cross compilation for Windows with Linux}.
|
|
|
|
|
|
|
|
To use those files with MSVC++, do the same as you would do with
|
|
|
|
the static libraries, as described above. But in Step 4,
|
|
|
|
you should only need to add the directory where the LIB files are installed
|
|
|
|
(i.e. @file{c:\msys\usr\local\bin}). This is not a typo, the LIB files are
|
|
|
|
installed in the @file{bin} directory. And instead of adding the static
|
|
|
|
libraries (@file{libxxx.a} files) you should add the MSVC import libraries
|
|
|
|
(@file{avcodec.lib}, @file{avformat.lib}, and
|
|
|
|
@file{avutil.lib}). Note that you should not use the GCC import
|
|
|
|
libraries (@file{libxxx.dll.a} files), as these will give you undefined
|
|
|
|
reference errors. There should be no need for @file{libmingwex.a},
|
|
|
|
@file{libgcc.a}, and @file{wsock32.lib}, nor any other external library
|
|
|
|
statically linked into the DLLs.
|
|
|
|
|
|
|
|
Libav headers do not declare global data for Windows DLLs through the usual
|
|
|
|
dllexport/dllimport interface. Such data will be exported properly while
|
|
|
|
building, but to use them in your MSVC++ code you will have to edit the
|
|
|
|
appropriate headers and mark the data as dllimport. For example, in
|
|
|
|
libavutil/pixdesc.h you should have:
|
|
|
|
@example
|
|
|
|
extern __declspec(dllimport) const AVPixFmtDescriptor av_pix_fmt_descriptors[];
|
|
|
|
@end example
|
|
|
|
|
|
|
|
Note that using import libraries created by dlltool requires
|
|
|
|
the linker optimization option to be set to
|
|
|
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"References: Keep Unreferenced Data (@code{/OPT:NOREF})", otherwise
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the resulting binaries will fail during runtime. This isn't
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required when using import libraries generated by lib.exe.
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This issue is reported upstream at
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@url{http://sourceware.org/bugzilla/show_bug.cgi?id=12633}.
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To create import libraries that work with the @code{/OPT:REF} option
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|
(which is enabled by default in Release mode), follow these steps:
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@enumerate
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@item Open @file{Visual Studio 2005 Command Prompt}.
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Alternatively, in a normal command line prompt, call @file{vcvars32.bat}
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|
which sets up the environment variables for the Visual C++ tools
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|
(the standard location for this file is
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@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}).
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@item Enter the @file{bin} directory where the created LIB and DLL files
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are stored.
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@item Generate new import libraries with @file{lib.exe}:
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@example
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lib /machine:i386 /def:..\lib\avcodec-53.def /out:avcodec.lib
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lib /machine:i386 /def:..\lib\avdevice-53.def /out:avdevice.lib
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lib /machine:i386 /def:..\lib\avfilter-2.def /out:avfilter.lib
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lib /machine:i386 /def:..\lib\avformat-53.def /out:avformat.lib
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lib /machine:i386 /def:..\lib\avutil-51.def /out:avutil.lib
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lib /machine:i386 /def:..\lib\swscale-2.def /out:swscale.lib
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@end example
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|
@end enumerate
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|
@anchor{Cross compilation for Windows with Linux}
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|
@subsection Cross compilation for Windows with Linux
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|
You must use the MinGW cross compilation tools available at
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|
@url{http://www.mingw.org/}.
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|
Then configure Libav with the following options:
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|
@example
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|
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
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|
@end example
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|
(you can change the cross-prefix according to the prefix chosen for the
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|
|
MinGW tools).
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|
|
Then you can easily test Libav with @uref{http://www.winehq.com/, Wine}.
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|
@subsection Compilation under Cygwin
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|
|
Please use Cygwin 1.7.x as the obsolete 1.5.x Cygwin versions lack
|
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|
|
llrint() in its C library.
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|
Install your Cygwin with all the "Base" packages, plus the
|
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|
|
following "Devel" ones:
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|
|
@example
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|
|
binutils, gcc4-core, make, git, mingw-runtime, texi2html
|
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|
|
@end example
|
|
|
|
|
|
|
|
And the following "Utils" one:
|
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|
|
@example
|
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|
|
diffutils
|
|
|
|
@end example
|
|
|
|
|
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|
|
Then run
|
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|
|
|
|
|
@example
|
|
|
|
./configure
|
|
|
|
@end example
|
|
|
|
|
|
|
|
to make a static build.
|
|
|
|
|
|
|
|
The current @code{gcc4-core} package is buggy and needs this flag to build
|
|
|
|
shared libraries:
|
|
|
|
|
|
|
|
@example
|
|
|
|
./configure --enable-shared --disable-static --extra-cflags=-fno-reorder-functions
|
|
|
|
@end example
|
|
|
|
|
|
|
|
If you want to build Libav with additional libraries, download Cygwin
|
|
|
|
"Devel" packages for Ogg and Vorbis from any Cygwin packages repository:
|
|
|
|
@example
|
|
|
|
libogg-devel, libvorbis-devel
|
|
|
|
@end example
|
|
|
|
|
|
|
|
These library packages are only available from
|
|
|
|
@uref{http://sourceware.org/cygwinports/, Cygwin Ports}:
|
|
|
|
|
|
|
|
@example
|
|
|
|
yasm, libSDL-devel, libdirac-devel, libfaac-devel, libgsm-devel,
|
|
|
|
libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,
|
|
|
|
libxvidcore-devel
|
|
|
|
@end example
|
|
|
|
|
|
|
|
The recommendation for libnut and x264 is to build them from source by
|
|
|
|
yourself, as they evolve too quickly for Cygwin Ports to be up to date.
|
|
|
|
|
|
|
|
Cygwin 1.7.x has IPv6 support. You can add IPv6 to Cygwin 1.5.x by means
|
|
|
|
of the @code{libgetaddrinfo-devel} package, available at Cygwin Ports.
|
|
|
|
|
|
|
|
@subsection Crosscompilation for Windows under Cygwin
|
|
|
|
|
|
|
|
With Cygwin you can create Windows binaries that do not need the cygwin1.dll.
|
|
|
|
|
|
|
|
Just install your Cygwin as explained before, plus these additional
|
|
|
|
"Devel" packages:
|
|
|
|
@example
|
|
|
|
gcc-mingw-core, mingw-runtime, mingw-zlib
|
|
|
|
@end example
|
|
|
|
|
|
|
|
and add some special flags to your configure invocation.
|
|
|
|
|
|
|
|
For a static build run
|
|
|
|
@example
|
|
|
|
./configure --target-os=mingw32 --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
|
|
|
|
@end example
|
|
|
|
|
|
|
|
and for a build with shared libraries
|
|
|
|
@example
|
|
|
|
./configure --target-os=mingw32 --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin
|
|
|
|
@end example
|
|
|
|
|
|
|
|
@bye
|