summaryrefslogtreecommitdiff
path: root/doc/general.texi
blob: fe314481a3489fa88a22f40749d72c6883cec4a6 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
\input texinfo @c -*- texinfo -*-

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

@top

@contents

@chapter external libraries

Libav can be hooked up with a number of external libraries to add support
for more formats. None of them are used by default, their use has to be
explicitly requested by passing the appropriate flags to @file{./configure}.

@section OpenCORE AMR

Libav can make use of the OpenCORE libraries for AMR-NB
decoding/encoding and AMR-WB decoding.

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

Note that OpenCORE is under the Apache License 2.0 (see
@url{http://www.apache.org/licenses/LICENSE-2.0} for details), which is
incompatible with the LGPL version 2.1 and GPL version 2. You have to
upgrade Libav's license to LGPL version 3 (or if you have enabled
GPL components, GPL version 3) to use it.


@chapter Supported File Formats and Codecs

You can use the @code{-formats} and @code{-codecs} options to have an exhaustive list.

@section File Formats

Libav supports the following file formats through the @code{libavformat}
library:

@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
@item 4xm                       @tab   @tab X
    @tab 4X Technologies format, used in some games.
@item 8088flex TMV              @tab   @tab X
@item Adobe Filmstrip           @tab X @tab X
@item Audio IFF (AIFF)          @tab X @tab X
@item American Laser Games MM   @tab   @tab X
    @tab Multimedia format used in games like Mad Dog McCree.
@item 3GPP AMR                  @tab X @tab X
@item Apple HTTP Live Streaming @tab   @tab X
@item ASF                       @tab X @tab X
@item AVI                       @tab X @tab X
@item AVISynth                  @tab   @tab X
@item AVS                       @tab   @tab X
    @tab Multimedia format used by the Creature Shock game.
@item Beam Software SIFF        @tab   @tab X
    @tab Audio and video format used in some games by Beam Software.
@item Bethesda Softworks VID    @tab   @tab X
    @tab Used in some games from Bethesda Softworks.
@item Bink                      @tab   @tab X
    @tab Multimedia format used by many games.
@item Bitmap Brothers JV        @tab   @tab X
    @tab Used in Z and Z95 games.
@item Brute Force & Ignorance   @tab   @tab X
    @tab Used in the game Flash Traffic: City of Angels.
@item BWF                       @tab X @tab X
@item Interplay C93             @tab   @tab X
    @tab Used in the game Cyberia from Interplay.
@item Delphine Software International CIN @tab   @tab X
    @tab Multimedia format used by Delphine Software games.
@item CD+G                      @tab   @tab X
    @tab Video format used by CD+G karaoke disks
@item Core Audio Format         @tab   @tab X
    @tab Apple Core Audio Format
@item CRC testing format        @tab X @tab
@item Creative Voice            @tab X @tab X
    @tab Created for the Sound Blaster Pro.
@item CRYO APC                  @tab   @tab X
    @tab Audio format used in some games by CRYO Interactive Entertainment.
@item D-Cinema audio            @tab X @tab X
@item Deluxe Paint Animation    @tab   @tab X
@item DFA                       @tab   @tab X
    @tab This format is used in Chronomaster game
@item DV video                  @tab X @tab X
@item DXA                       @tab   @tab X
    @tab This format is used in the non-Windows version of the Feeble Files
         game and different game cutscenes repacked for use with ScummVM.
@item Electronic Arts cdata  @tab    @tab X
@item Electronic Arts Multimedia  @tab    @tab X
    @tab Used in various EA games; files have extensions like WVE and UV2.
@item FFM (FFserver live feed)  @tab X @tab X
@item Flash (SWF)               @tab X @tab X
@item Flash 9 (AVM2)            @tab X @tab X
    @tab Only embedded audio is decoded.
@item FLI/FLC/FLX animation     @tab   @tab X
    @tab .fli/.flc files
@item Flash Video (FLV)         @tab X @tab X
    @tab Macromedia Flash video files
@item framecrc testing format   @tab X @tab
@item FunCom ISS                @tab   @tab X
    @tab Audio format used in various games from FunCom like The Longest Journey.
@item GIF Animation             @tab X @tab
@item GXF                       @tab X @tab X
    @tab General eXchange Format SMPTE 360M, used by Thomson Grass Valley
         playout servers.
@item id Quake II CIN video     @tab   @tab X
@item id RoQ                    @tab X @tab X
    @tab Used in Quake III, Jedi Knight 2, other computer games.
@item IEC61937 encapsulation @tab X @tab X
@item IFF                       @tab   @tab X
    @tab Interchange File Format
@item Interplay MVE             @tab   @tab X
    @tab Format used in various Interplay computer games.
@item IV8                       @tab   @tab X
    @tab A format generated by IndigoVision 8000 video server.
@item IVF (On2)                 @tab X @tab X
    @tab A format used by libvpx
@item LMLM4                     @tab   @tab X
    @tab Used by Linux Media Labs MPEG-4 PCI boards
@item LXF                       @tab   @tab X
    @tab VR native stream format, used by Leitch/Harris' video servers.
@item Matroska                  @tab X @tab X
@item Matroska audio            @tab X @tab
@item FFmpeg metadata           @tab X @tab X
    @tab Metadata in text format.
@item MAXIS XA                  @tab   @tab X
    @tab Used in Sim City 3000; file extension .xa.
@item MD Studio                 @tab   @tab X
@item Mobotix .mxg              @tab   @tab X
@item Monkey's Audio            @tab   @tab X
@item Motion Pixels MVI         @tab   @tab X
@item MOV/QuickTime/MP4         @tab X @tab X
    @tab 3GP, 3GP2, PSP, iPod variants supported
@item MP2                       @tab X @tab X
@item MP3                       @tab X @tab X
@item MPEG-1 System             @tab X @tab X
    @tab muxed audio and video, VCD format supported
@item MPEG-PS (program stream)  @tab X @tab X
    @tab also known as @code{VOB} file, SVCD and DVD format supported
@item MPEG-TS (transport stream) @tab X @tab X
    @tab also known as DVB Transport Stream
@item MPEG-4                    @tab X @tab X
    @tab MPEG-4 is a variant of QuickTime.
@item MIME multipart JPEG       @tab X @tab
@item MSN TCP webcam            @tab   @tab X
    @tab Used by MSN Messenger webcam streams.
@item MTV                       @tab   @tab X
@item Musepack                  @tab   @tab X
@item Musepack SV8              @tab   @tab X
@item Material eXchange Format (MXF) @tab X @tab X
    @tab SMPTE 377M, used by D-Cinema, broadcast industry.
@item Material eXchange Format (MXF), D-10 Mapping @tab X @tab X
    @tab SMPTE 386M, D-10/IMX Mapping.
@item NC camera feed            @tab   @tab X
    @tab NC (AVIP NC4600) camera streams
@item NTT TwinVQ (VQF)          @tab   @tab X
    @tab Nippon Telegraph and Telephone Corporation TwinVQ.
@item Nullsoft Streaming Video  @tab   @tab X
@item NuppelVideo               @tab   @tab X
@item NUT                       @tab X @tab X
    @tab NUT Open Container Format
@item Ogg                       @tab X @tab X
@item TechnoTrend PVA           @tab   @tab X
    @tab Used by TechnoTrend DVB PCI boards.
@item QCP                       @tab   @tab X
@item raw ADTS (AAC)            @tab X @tab X
@item raw AC-3                  @tab X @tab X
@item raw Chinese AVS video     @tab X @tab X
@item raw CRI ADX               @tab X @tab X
@item raw Dirac                 @tab X @tab X
@item raw DNxHD                 @tab X @tab X
@item raw DTS                   @tab X @tab X
@item raw E-AC-3                @tab X @tab X
@item raw FLAC                  @tab X @tab X
@item raw GSM                   @tab   @tab X
@item raw H.261                 @tab X @tab X
@item raw H.263                 @tab X @tab X
@item raw H.264                 @tab X @tab X
@item raw Ingenient MJPEG       @tab   @tab X
@item raw MJPEG                 @tab X @tab X
@item raw MLP                   @tab   @tab X
@item raw MPEG                  @tab   @tab X
@item raw MPEG-1                @tab   @tab X
@item raw MPEG-2                @tab   @tab X
@item raw MPEG-4                @tab X @tab X
@item raw NULL                  @tab X @tab
@item raw video                 @tab X @tab X
@item raw id RoQ                @tab X @tab
@item raw Shorten               @tab   @tab X
@item raw TrueHD                @tab X @tab X
@item raw VC-1                  @tab   @tab X
@item raw PCM A-law             @tab X @tab X
@item raw PCM mu-law            @tab X @tab X
@item raw PCM signed 8 bit      @tab X @tab X
@item raw PCM signed 16 bit big-endian  @tab X @tab X
@item raw PCM signed 16 bit little-endian  @tab X @tab X
@item raw PCM signed 24 bit big-endian  @tab X @tab X
@item raw PCM signed 24 bit little-endian  @tab X @tab X
@item raw PCM signed 32 bit big-endian  @tab X @tab X
@item raw PCM signed 32 bit little-endian  @tab X @tab X
@item raw PCM unsigned 8 bit    @tab X @tab X
@item raw PCM unsigned 16 bit big-endian  @tab X @tab X
@item raw PCM unsigned 16 bit little-endian  @tab X @tab X
@item raw PCM unsigned 24 bit big-endian  @tab X @tab X
@item raw PCM unsigned 24 bit little-endian  @tab X @tab X
@item raw PCM unsigned 32 bit big-endian  @tab X @tab X
@item raw PCM unsigned 32 bit little-endian  @tab X @tab X
@item raw PCM floating-point 32 bit big-endian  @tab X @tab X
@item raw PCM floating-point 32 bit little-endian  @tab X @tab X
@item raw PCM floating-point 64 bit big-endian  @tab X @tab X
@item raw PCM floating-point 64 bit little-endian  @tab X @tab X
@item RDT                       @tab   @tab X
@item REDCODE R3D               @tab   @tab X
    @tab File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
@item RealMedia                 @tab X @tab X
@item Redirector                @tab   @tab X
@item Renderware TeXture Dictionary @tab   @tab X
@item RL2                       @tab   @tab X
    @tab Audio and video format used in some games by Entertainment Software Partners.
@item RPL/ARMovie               @tab   @tab X
@item Lego Mindstorms RSO       @tab X @tab X
@item RTMP                      @tab X @tab X
    @tab Output is performed by publishing stream to RTMP server
@item RTP                       @tab X @tab X
@item RTSP                      @tab X @tab X
@item SAP                       @tab X @tab X
@item SDP                       @tab   @tab X
@item Sega FILM/CPK             @tab   @tab X
    @tab Used in many Sega Saturn console games.
@item Sierra SOL                @tab   @tab X
    @tab .sol files used in Sierra Online games.
@item Sierra VMD                @tab   @tab X
    @tab Used in Sierra CD-ROM games.
@item Smacker                   @tab   @tab X
    @tab Multimedia format used by many games.
@item Sony OpenMG (OMA)         @tab   @tab X
    @tab Audio format used in Sony Sonic Stage and Sony Vegas.
@item Sony PlayStation STR      @tab   @tab X
@item Sony Wave64 (W64)         @tab   @tab X
@item SoX native format         @tab X @tab X
@item SUN AU format             @tab X @tab X
@item Text files                @tab   @tab X
@item THP                       @tab   @tab X
    @tab Used on the Nintendo GameCube.
@item Tiertex Limited SEQ       @tab   @tab X
    @tab Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
@item True Audio                @tab   @tab X
@item VC-1 test bitstream       @tab X @tab X
@item WAV                       @tab X @tab X
@item WavPack                   @tab   @tab X
@item WebM                      @tab X @tab X
@item Windows Televison (WTV)   @tab   @tab X
@item Wing Commander III movie  @tab   @tab X
    @tab Multimedia format used in Origin's Wing Commander III computer game.
@item Westwood Studios audio    @tab   @tab X
    @tab Multimedia format used in Westwood Studios games.
@item Westwood Studios VQA      @tab   @tab X
    @tab Multimedia format used in Westwood Studios games.
@item xWMA                      @tab   @tab X
    @tab Microsoft audio container used by XAudio 2.
@item YUV4MPEG pipe             @tab X @tab X
@item Psygnosis YOP             @tab   @tab X
@end multitable

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

@section Image Formats

Libav can read and write images for each frame of a video sequence. The
following image formats are supported:

@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
@item .Y.U.V       @tab X @tab X
    @tab one raw file per component
@item animated GIF @tab X @tab X
    @tab Only uncompressed GIFs are generated.
@item BMP          @tab X @tab X
    @tab Microsoft BMP image
@item DPX          @tab X @tab X
    @tab Digital Picture Exchange
@item JPEG         @tab X @tab X
    @tab Progressive JPEG is not supported.
@item JPEG 2000    @tab   @tab E
    @tab decoding supported through external library libopenjpeg
@item JPEG-LS      @tab X @tab X
@item LJPEG        @tab X @tab
    @tab Lossless JPEG
@item PAM          @tab X @tab X
    @tab PAM is a PNM extension with alpha support.
@item PBM          @tab X @tab X
    @tab Portable BitMap image
@item PCX          @tab X @tab X
    @tab PC Paintbrush
@item PGM          @tab X @tab X
    @tab Portable GrayMap image
@item PGMYUV       @tab X @tab X
    @tab PGM with U and V components in YUV 4:2:0
@item PIC          @tab @tab X
    @tab Pictor/PC Paint
@item PNG          @tab X @tab X
    @tab 2/4 bpp not supported yet
@item PPM          @tab X @tab X
    @tab Portable PixelMap image
@item PTX          @tab   @tab X
    @tab V.Flash PTX format
@item SGI          @tab X @tab X
    @tab SGI RGB image format
@item Sun Rasterfile  @tab   @tab X
    @tab Sun RAS image format
@item TIFF         @tab X @tab X
    @tab YUV, JPEG and some extension is not supported yet.
@item Truevision Targa  @tab X @tab X
    @tab Targa (.TGA) image format
@end multitable

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

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

@section Video Codecs

@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
@item 4X Movie               @tab     @tab  X
    @tab Used in certain computer games.
@item 8088flex TMV           @tab     @tab  X
@item 8SVX exponential       @tab     @tab  X
@item 8SVX fibonacci         @tab     @tab  X
@item A64 multicolor         @tab  X  @tab
    @tab Creates video suitable to be played on a commodore 64 (multicolor mode).
@item American Laser Games MM  @tab    @tab X
    @tab Used in games like Mad Dog McCree.
@item AMV Video              @tab     @tab  X
    @tab Used in Chinese MP3 players.
@item ANSI/ASCII art         @tab     @tab  X
@item Apple MJPEG-B          @tab     @tab  X
@item Apple QuickDraw        @tab     @tab  X
    @tab fourcc: qdrw
@item Asus v1                @tab  X  @tab  X
    @tab fourcc: ASV1
@item Asus v2                @tab  X  @tab  X
    @tab fourcc: ASV2
@item ATI VCR1               @tab     @tab  X
    @tab fourcc: VCR1
@item ATI VCR2               @tab     @tab  X
    @tab fourcc: VCR2
@item Auravision Aura        @tab     @tab  X
@item Auravision Aura 2      @tab     @tab  X
@item Autodesk Animator Flic video  @tab     @tab  X
@item Autodesk RLE           @tab     @tab  X
    @tab fourcc: AASC
@item AVS (Audio Video Standard) video  @tab     @tab  X
    @tab Video encoding used by the Creature Shock game.
@item Beam Software VB       @tab     @tab  X
@item Bethesda VID video     @tab     @tab  X
    @tab Used in some games from Bethesda Softworks.
@item Bink Video             @tab     @tab  X
@item Bitmap Brothers JV video  @tab   @tab X
@item Brute Force & Ignorance   @tab   @tab X
    @tab Used in the game Flash Traffic: City of Angels.
@item C93 video              @tab     @tab  X
    @tab Codec used in Cyberia game.
@item CamStudio              @tab     @tab  X
    @tab fourcc: CSCD
@item CD+G                   @tab     @tab  X
    @tab Video codec for CD+G karaoke disks
@item Chinese AVS video      @tab  E  @tab  X
    @tab AVS1-P2, JiZhun profile, encoding through external library libxavs
@item Delphine Software International CIN video  @tab     @tab  X
    @tab Codec used in Delphine Software International games.
@item Cinepak                @tab     @tab  X
@item Cirrus Logic AccuPak   @tab     @tab  X
    @tab fourcc: CLJR
@item Creative YUV (CYUV)    @tab     @tab  X
@item DFA                    @tab     @tab  X
    @tab Codec used in Chronomaster game.
@item Dirac                  @tab  E  @tab  E
    @tab supported through external libdirac/libschroedinger libraries
@item Deluxe Paint Animation @tab     @tab  X
@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 Lagarith               @tab     @tab  X
@item LCL (LossLess Codec Library) MSZH  @tab     @tab  X
@item LCL (LossLess Codec Library) ZLIB  @tab  E  @tab  E
@item LOCO                   @tab     @tab  X
@item lossless MJPEG         @tab  X  @tab  X
@item Microsoft RLE          @tab     @tab  X
@item Microsoft Video 1      @tab     @tab  X
@item Mimic                  @tab     @tab  X
    @tab Used in MSN Messenger Webcam streams.
@item Miro VideoXL           @tab     @tab  X
    @tab fourcc: VIXL
@item MJPEG (Motion JPEG)    @tab  X  @tab  X
@item Mobotix MxPEG video    @tab     @tab  X
@item Motion Pixels video    @tab     @tab  X
@item MPEG-1 video           @tab  X  @tab  X
@item MPEG-1/2 video XvMC (X-Video Motion Compensation)  @tab     @tab  X
@item MPEG-1/2 video (VDPAU acceleration)  @tab     @tab  X
@item MPEG-2 video           @tab  X  @tab  X
@item MPEG-4 part 2          @tab  X  @tab  X
    @ libxvidcore can be used alternatively for encoding.
@item MPEG-4 part 2 Microsoft variant version 1  @tab     @tab  X
@item MPEG-4 part 2 Microsoft variant version 2  @tab  X  @tab  X
@item MPEG-4 part 2 Microsoft variant version 3  @tab  X  @tab  X
@item Nintendo Gamecube THP video  @tab     @tab  X
@item NuppelVideo/RTjpeg     @tab     @tab  X
    @tab Video encoding used in NuppelVideo files.
@item On2 VP3                @tab     @tab  X
    @tab still experimental
@item On2 VP5                @tab     @tab  X
    @tab fourcc: VP50
@item On2 VP6                @tab     @tab  X
    @tab fourcc: VP60,VP61,VP62
@item VP8                    @tab  E  @tab  X
    @tab fourcc: VP80, encoding supported through external library libvpx
@item planar RGB             @tab     @tab  X
    @tab fourcc: 8BPS
@item Q-team QPEG            @tab     @tab  X
    @tab fourccs: QPEG, Q1.0, Q1.1
@item QuickTime 8BPS video   @tab     @tab  X
@item QuickTime Animation (RLE) video  @tab  X  @tab  X
    @tab fourcc: 'rle '
@item QuickTime Graphics (SMC)  @tab     @tab  X
    @tab fourcc: 'smc '
@item QuickTime video (RPZA) @tab     @tab  X
    @tab fourcc: rpza
@item R10K AJA Kona 10-bit RGB Codec     @tab     @tab  X
@item R210 Quicktime Uncompressed RGB 10-bit     @tab     @tab  X
@item Raw Video              @tab  X  @tab  X
@item RealVideo 1.0          @tab  X  @tab  X
@item RealVideo 2.0          @tab  X  @tab  X
@item RealVideo 3.0          @tab     @tab  X
    @tab still far from ideal
@item RealVideo 4.0          @tab     @tab  X
@item Renderware TXD (TeXture Dictionary)  @tab     @tab  X
    @tab Texture dictionaries used by the Renderware Engine.
@item RL2 video              @tab     @tab  X
    @tab used in some games by Entertainment Software Partners
@item Sierra VMD video       @tab     @tab  X
    @tab Used in Sierra VMD files.
@item Smacker video          @tab     @tab  X
    @tab Video encoding used in Smacker.
@item SMPTE VC-1             @tab     @tab  X
@item Snow                   @tab  X  @tab  X
    @tab experimental wavelet codec (fourcc: SNOW)
@item Sony PlayStation MDEC (Motion DECoder)  @tab     @tab  X
@item Sorenson Vector Quantizer 1  @tab  X  @tab  X
    @tab fourcc: SVQ1
@item Sorenson Vector Quantizer 3  @tab     @tab  X
    @tab fourcc: SVQ3
@item Sunplus JPEG (SP5X)    @tab     @tab  X
    @tab fourcc: SP5X
@item TechSmith Screen Capture Codec  @tab     @tab  X
    @tab fourcc: TSCC
@item Theora                 @tab  E  @tab  X
    @tab encoding supported through external library libtheora
@item Tiertex Limited SEQ video  @tab     @tab  X
    @tab Codec used in DOS CD-ROM FlashBack game.
@item V210 Quicktime Uncompressed 4:2:2 10-bit     @tab  X  @tab  X
@item VMware Screen Codec / VMware Video  @tab     @tab  X
    @tab Codec used in videos captured by VMware.
@item Westwood Studios VQA (Vector Quantized Animation) video  @tab     @tab  X
@item Windows Media Video 7  @tab  X  @tab  X
@item Windows Media Video 8  @tab  X  @tab  X
@item Windows Media Video 9  @tab     @tab  X
    @tab not completely working
@item Wing Commander III / Xan  @tab     @tab  X
    @tab Used in Wing Commander III .MVE files.
@item Wing Commander IV / Xan  @tab     @tab  X
    @tab Used in Wing Commander IV.
@item Winnov WNV1            @tab     @tab  X
@item WMV7                   @tab  X  @tab  X
@item YAMAHA SMAF            @tab  X  @tab  X
@item Psygnosis YOP Video    @tab     @tab  X
@item ZLIB                   @tab  X  @tab  X
    @tab part of LCL, encoder experimental
@item Zip Motion Blocks Video  @tab   X @tab  X
    @tab Encoder works only in PAL8.
@end multitable

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

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

@section Audio Codecs

@multitable @columnfractions .4 .1 .1 .4
@item Name @tab Encoding @tab Decoding @tab Comments
@item 8SVX audio             @tab     @tab  X
@item AAC                    @tab  E  @tab  X
    @tab encoding supported through external library libfaac and libvo-aacenc
@item AC-3                   @tab IX  @tab  X
@item ADPCM 4X Movie         @tab     @tab  X
@item ADPCM CDROM XA         @tab     @tab  X
@item ADPCM Creative Technology @tab     @tab  X
    @tab 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
@item ADPCM Electronic Arts  @tab     @tab  X
    @tab Used in various EA titles.
@item ADPCM Electronic Arts Maxis CDROM XS  @tab     @tab  X
    @tab Used in Sim City 3000.
@item ADPCM Electronic Arts R1  @tab     @tab  X
@item ADPCM Electronic Arts R2  @tab     @tab  X
@item ADPCM Electronic Arts R3  @tab     @tab  X
@item ADPCM Electronic Arts XAS @tab     @tab  X
@item ADPCM G.722            @tab  X  @tab  X
@item ADPCM G.726            @tab  X  @tab  X
@item ADPCM IMA AMV          @tab     @tab  X
    @tab Used in AMV files
@item ADPCM IMA Electronic Arts EACS  @tab     @tab  X
@item ADPCM IMA Electronic Arts SEAD  @tab     @tab  X
@item ADPCM IMA Funcom       @tab     @tab  X
@item ADPCM IMA QuickTime    @tab  X  @tab  X
@item ADPCM IMA Loki SDL MJPEG  @tab     @tab  X
@item ADPCM IMA WAV          @tab  X  @tab  X
@item ADPCM IMA Westwood     @tab     @tab  X
@item ADPCM ISS IMA          @tab     @tab  X
    @tab Used in FunCom games.
@item ADPCM IMA Duck DK3     @tab     @tab  X
    @tab Used in some Sega Saturn console games.
@item ADPCM IMA Duck DK4     @tab     @tab  X
    @tab Used in some Sega Saturn console games.
@item ADPCM Microsoft        @tab  X  @tab  X
@item ADPCM MS IMA           @tab  X  @tab  X
@item ADPCM Nintendo Gamecube THP  @tab     @tab  X
@item ADPCM QT IMA           @tab  X  @tab  X
@item ADPCM SEGA CRI ADX     @tab  X  @tab  X
    @tab Used in Sega Dreamcast games.
@item ADPCM Shockwave Flash  @tab  X  @tab  X
@item ADPCM SMJPEG IMA       @tab     @tab  X
    @tab Used in certain Loki game ports.
@item ADPCM Sound Blaster Pro 2-bit  @tab     @tab  X
@item ADPCM Sound Blaster Pro 2.6-bit  @tab     @tab  X
@item ADPCM Sound Blaster Pro 4-bit  @tab     @tab  X
@item ADPCM Westwood Studios IMA @tab     @tab  X
    @tab Used in Westwood Studios games like Command and Conquer.
@item ADPCM Yamaha           @tab  X  @tab  X
@item AMR-NB                 @tab  E  @tab  X
    @tab encoding supported through external library libopencore-amrnb
@item AMR-WB                 @tab  E  @tab  X
    @tab encoding supported through external library libvo-amrwbenc
@item Apple lossless audio   @tab  X  @tab  X
    @tab QuickTime fourcc 'alac'
@item Atrac 1                @tab     @tab  X
@item Atrac 3                @tab     @tab  X
@item Bink Audio             @tab     @tab  X
    @tab Used in Bink and Smacker files in many games.
@item Delphine Software International CIN audio  @tab     @tab  X
    @tab Codec used in Delphine Software International games.
@item COOK                   @tab     @tab  X
    @tab All versions except 5.1 are supported.
@item DCA (DTS Coherent Acoustics)  @tab     @tab  X
@item DPCM id RoQ            @tab  X  @tab  X
    @tab Used in Quake III, Jedi Knight 2, other computer games.
@item DPCM Interplay         @tab     @tab  X
    @tab Used in various Interplay computer games.
@item DPCM Sierra Online     @tab     @tab  X
    @tab Used in Sierra Online game audio files.
@item DPCM Sol               @tab     @tab  X
@item DPCM Xan               @tab     @tab  X
    @tab Used in Origin's Wing Commander IV AVI files.
@item DSP Group TrueSpeech   @tab     @tab  X
@item DV audio               @tab     @tab  X
@item Enhanced AC-3          @tab  X  @tab  X
@item FLAC (Free Lossless Audio Codec)  @tab  X  @tab  IX
@item GSM                    @tab  E  @tab  X
    @tab encoding supported through external library libgsm
@item GSM Microsoft variant  @tab  E  @tab  X
    @tab encoding supported through external library libgsm
@item IMC (Intel Music Coder)  @tab     @tab  X
@item MACE (Macintosh Audio Compression/Expansion) 3:1  @tab     @tab  X
@item MACE (Macintosh Audio Compression/Expansion) 6:1  @tab     @tab  X
@item MLP (Meridian Lossless Packing)  @tab     @tab  X
    @tab Used in DVD-Audio discs.
@item Monkey's Audio         @tab     @tab  X
    @tab Only versions 3.97-3.99 are supported.
@item MP1 (MPEG audio layer 1)  @tab     @tab IX
@item MP2 (MPEG audio layer 2)  @tab IX  @tab IX
@item MP3 (MPEG audio layer 3)  @tab  E  @tab IX
    @tab encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
@item MPEG-4 Audio Lossless Coding (ALS)  @tab     @tab  X
@item Musepack SV7           @tab     @tab  X
@item Musepack SV8           @tab     @tab  X
@item Nellymoser Asao        @tab  X  @tab  X
@item PCM A-law              @tab  X  @tab  X
@item PCM mu-law             @tab  X  @tab  X
@item PCM 16-bit little-endian planar  @tab     @tab  X
@item PCM 32-bit floating point big-endian  @tab  X  @tab  X
@item PCM 32-bit floating point little-endian  @tab  X  @tab  X
@item PCM 64-bit floating point big-endian  @tab  X  @tab  X
@item PCM 64-bit floating point little-endian  @tab  X  @tab  X
@item PCM D-Cinema audio signed 24-bit   @tab  X  @tab  X
@item PCM signed 8-bit       @tab  X  @tab  X
@item PCM signed 16-bit big-endian  @tab  X  @tab  X
@item PCM signed 16-bit little-endian  @tab  X  @tab  X
@item PCM signed 24-bit big-endian  @tab  X  @tab  X
@item PCM signed 24-bit little-endian  @tab  X  @tab  X
@item PCM signed 32-bit big-endian  @tab  X  @tab  X
@item PCM signed 32-bit little-endian  @tab  X  @tab  X
@item PCM signed 16/20/24-bit big-endian in MPEG-TS  @tab     @tab  X
@item PCM unsigned 8-bit     @tab  X  @tab  X
@item PCM unsigned 16-bit big-endian  @tab  X  @tab  X
@item PCM unsigned 16-bit little-endian  @tab  X  @tab  X
@item PCM unsigned 24-bit big-endian  @tab  X  @tab  X
@item PCM unsigned 24-bit little-endian  @tab  X  @tab  X
@item PCM unsigned 32-bit big-endian  @tab  X  @tab  X
@item PCM unsigned 32-bit little-endian  @tab  X  @tab  X
@item PCM Zork               @tab  X  @tab  X
@item QCELP / PureVoice      @tab     @tab  X
@item QDesign Music Codec 2  @tab     @tab  X
    @tab There are still some distortions.
@item RealAudio 1.0 (14.4K)  @tab  X  @tab  X
    @tab Real 14400 bit/s codec
@item RealAudio 2.0 (28.8K)  @tab     @tab  X
    @tab Real 28800 bit/s codec
@item RealAudio 3.0 (dnet)   @tab IX  @tab  X
    @tab Real low bitrate AC-3 codec
@item RealAudio SIPR / ACELP.NET @tab     @tab  X
@item Shorten                @tab     @tab  X
@item Sierra VMD audio       @tab     @tab  X
    @tab Used in Sierra VMD files.
@item Smacker audio          @tab     @tab  X
@item SMPTE 302M AES3 audio  @tab     @tab  X
@item Speex                  @tab     @tab  E
    @tab supported through external library libspeex
@item True Audio (TTA)       @tab     @tab  X
@item TrueHD                 @tab     @tab  X
    @tab Used in HD-DVD and Blu-Ray discs.
@item TwinVQ (VQF flavor)    @tab     @tab  X
@item Vorbis                 @tab  E  @tab  X
    @tab A native but very primitive encoder exists.
@item WavPack                @tab     @tab  X
@item Westwood Audio (SND1)  @tab     @tab  X
@item Windows Media Audio 1  @tab  X  @tab  X
@item Windows Media Audio 2  @tab  X  @tab  X
@item Windows Media Audio Pro @tab    @tab  X
@item Windows Media Audio Voice @tab  @tab  X
@end multitable

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

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

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

@section Subtitle Formats

@multitable @columnfractions .4 .1 .1 .1 .1
@item Name @tab Muxing @tab Demuxing @tab Encoding @tab Decoding
@item SSA/ASS      @tab X @tab X @tab X @tab X
@item DVB          @tab X @tab X @tab X @tab X
@item DVD          @tab X @tab X @tab X @tab X
@item PGS          @tab   @tab   @tab   @tab X
@item SubRip (SRT) @tab X @tab X @tab   @tab X
@item XSUB         @tab   @tab   @tab X @tab X
@end multitable

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

@section Network Protocols

@multitable @columnfractions .4 .1
@item Name         @tab Support
@item Apple HTTP Live Streaming @tab X
@item file         @tab X
@item Gopher       @tab X
@item HTTP         @tab X
@item MMS          @tab X
@item pipe         @tab X
@item RTP          @tab X
@item TCP          @tab X
@item UDP          @tab X
@end multitable

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


@section Input/Output Devices

@multitable @columnfractions .4 .1 .1
@item Name              @tab Input  @tab Output
@item ALSA              @tab X      @tab X
@item BKTR              @tab X      @tab
@item DV1394            @tab X      @tab
@item JACK              @tab X      @tab
@item LIBDC1394         @tab X      @tab
@item OSS               @tab X      @tab X
@item Video4Linux       @tab X      @tab
@item Video4Linux2      @tab X      @tab
@item VfW capture       @tab X      @tab
@item X11 grabbing      @tab X      @tab
@end multitable

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


@chapter Platform Specific information

@section DOS

Using a cross-compiler is preferred for various reasons.

@section OS/2

For information about compiling Libav on OS/2 see
@url{http://www.edm2.com/index.php/FFmpeg}.

@section Unix-like

Some parts of Libav cannot be built with version 2.15 of the GNU
assembler which is still provided by a few AMD64 distributions. To
make sure your compiler really uses the required version of gas
after a binutils upgrade, run:

@example
$(gcc -print-prog-name=as) --version
@end example

If not, then you should install a different compiler that has no
hard-coded path to gas. In the worst case pass @code{--disable-asm}
to configure.

@subsection BSD

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

@subsection (Open)Solaris

GNU Make is required to build Libav, so you have to invoke (@file{gmake}),
standard Solaris Make will not work. When building with a non-c99 front-end
(gcc, generic suncc) add either @code{--extra-libs=/usr/lib/values-xpg6.o}
or @code{--extra-libs=/usr/lib/64/values-xpg6.o} to the configure options
since the libc is not c99-compliant by default. The probes performed by
configure may raise an exception leading to the death of configure itself
due to a bug in the system shell. Simply invoke a different shell such as
bash directly to work around this:

@example
bash ./configure
@end example

@subsection Darwin (MacOS X, iPhone)

MacOS X on PowerPC or ARM (iPhone) requires a preprocessor from
@url{http://github.com/yuvi/gas-preprocessor} to build the optimized
assembler functions. Just download the Perl script and put it somewhere
in your PATH, Libav's configure will pick it up automatically.

@section Windows

@subsection Native Windows compilation

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

Libav does not build out-of-the-box with the packages the automated MinGW
installer provides. It also requires coreutils to be installed and many other
packages updated to the latest version. The minimum version for some packages
are listed below:

@itemize
@item bash 3.1
@item msys-make 3.81-2 (note: not mingw32-make)
@item w32api 3.13
@item mingw-runtime 3.15
@end itemize

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

Notes:

@itemize

@item Building natively using MSYS can be sped up by disabling implicit rules
in the Makefile by calling @code{make -r} instead of plain @code{make}. This
speed up is close to non-existent for normal one-off builds and is only
noticeable when running make for a second time (for example in
@code{make install}).

@item In order to compile FFplay, you must have the MinGW development library
of @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
"References: Keep Unreferenced Data (@code{/OPT:NOREF})", otherwise
the resulting binaries will fail during runtime. This isn't
required when using import libraries generated by lib.exe.
This issue is reported upstream at
@url{http://sourceware.org/bugzilla/show_bug.cgi?id=12633}.

To create import libraries that work with the @code{/OPT:REF} option
(which is enabled by default in Release mode), follow these steps:

@enumerate

@item Open @file{Visual Studio 2005 Command Prompt}.

Alternatively, in a normal command line prompt, call @file{vcvars32.bat}
which sets up the environment variables for the Visual C++ tools
(the standard location for this file is
@file{C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat}).

@item Enter the @file{bin} directory where the created LIB and DLL files
are stored.

@item Generate new import libraries with @file{lib.exe}:

@example
lib /machine:i386 /def:..\lib\avcodec-53.def  /out:avcodec.lib
lib /machine:i386 /def:..\lib\avdevice-53.def /out:avdevice.lib
lib /machine:i386 /def:..\lib\avfilter-2.def  /out:avfilter.lib
lib /machine:i386 /def:..\lib\avformat-53.def /out:avformat.lib
lib /machine:i386 /def:..\lib\avutil-51.def   /out:avutil.lib
lib /machine:i386 /def:..\lib\swscale-2.def   /out:swscale.lib
@end example

@end enumerate

@anchor{Cross compilation for Windows with Linux}
@subsection Cross compilation for Windows with Linux

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

Then configure Libav with the following options:
@example
./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-
@end example
(you can change the cross-prefix according to the prefix chosen for the
MinGW tools).

Then you can easily test Libav with @uref{http://www.winehq.com/, Wine}.

@subsection Compilation under Cygwin

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

Install your Cygwin with all the "Base" packages, plus the
following "Devel" ones:
@example
binutils, gcc4-core, make, git, mingw-runtime, texi2html
@end example

And the following "Utils" one:
@example
diffutils
@end example

Then run

@example
./configure
@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