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分类: LINUX

2009-10-23 07:21:25

General Documentation


 

Table of Contents


 

General Documentation

FFmpeg 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 `./configure'.

AMR comes in two different flavors, wideband and narrowband. FFmpeg can make use of the AMR wideband (floating-point mode) and the AMR narrowband (floating-point mode) reference decoders and encoders (libamr) as well as the OpenCORE libraries for AMR-NB decoding/encoding and AMR-WB decoding.

Go to and follow the instructions for installing the libraries. Then pass

--enable-libopencore-amrnb

and/or

--enable-libopencore-amrwb

to configure to enable the libraries.

Note that OpenCORE is under the Apache License 2.0 (see for details), which is incompatible with the LGPL version 2.1 and GPL version 2. You have to upgrade FFmpeg's license to LGPL version 3 (or if you have enabled GPL components, GPL version 3) to use it.

Go to and follow the instructions for installing the libraries. Then pass

--enable-libamr-nb

and/or

--enable-libamr-wb

to configure to enable the libraries.

Note that libamr is copyrighted without any sort of license grant. This means that you can use it if you legally obtained it but you are not allowed to redistribute it in any way. Any FFmpeg binaries with libamr support you create are non-free and unredistributable!

You can use the

-formats

option to have an exhaustive list.

FFmpeg supports the following file formats through the

libavformat

library:

Name Encoding Decoding Comments
4xm X 4X Technologies format, used in some games.
8088flex TMV X
Audio IFF (AIFF) X X
American Laser Games MM X Multimedia format used in games like Mad Dog McCree.
3GPP AMR X X
ASF X X
AVI X X
AVISynth X
AVS X Multimedia format used by the Creature Shock game.
Beam Software SIFF X Audio and video format used in some games by Beam Software.
Bethesda Softworks VID X Used in some games from Bethesda Softworks.
Brute Force & Ignorance X Used in the game Flash Traffic: City of Angels.
Interplay C93 X Used in the game Cyberia from Interplay.
Delphine Software International CIN X Multimedia format used by Delphine Software games.
CRC testing format X
Creative Voice X X Created for the Sound Blaster Pro.
CRYO APC X Audio format used in some games by CRYO Interactive Entertainment.
D-Cinema audio X X
DV video X X
DXA X This format is used in the non-Windows version of the Feeble Files game and different game cutscenes repacked for use with ScummVM.
Electronic Arts cdata X
Electronic Arts Multimedia X Used in various EA games; files have extensions like WVE and UV2.
FFM (FFserver live feed) X X
Flash (SWF) X X
Flash 9 (AVM2) X X Only embedded audio is decoded.
FLI/FLC/FLX animation X .fli/.flc files
Flash Video (FLV) X Macromedia Flash video files
framecrc testing format X
FunCom ISS X Audio format used in various games from FunCom like The Longest Journey.
GIF Animation X
GXF X X General eXchange Format SMPTE 360M, used by Thomson Grass Valley playout servers.
id Quake II CIN video X
id RoQ X X Used in Quake III, Jedi Knight 2, other computer games.
IFF X Interchange File Format
Interplay MVE X Format used in various Interplay computer games.
LMLM4 X Used by Linux Media Labs MPEG-4 PCI boards
Matroska X X
Matroska audio X
MAXIS XA X Used in Sim City 3000; file extension .xa.
Monkey's Audio X
Motion Pixels MVI X
MOV/QuickTime/MP4 X X 3GP, 3GP2, PSP, iPod variants supported
MP2 X X
MP3 X X
MPEG-1 System X X muxed audio and video, VCD format supported
MPEG-PS (program stream) X X also known as

VOB

file, SVCD and DVD format supported

MPEG-TS (transport stream) X X also known as DVB Transport Stream
MPEG-4 X X MPEG-4 is a variant of QuickTime.
MIME multipart JPEG X
MSN TCP webcam X Used by MSN Messenger webcam streams.
MTV X
Musepack X
Musepack SV8 X
Material eXchange Format (MXF) X X SMPTE 377M, used by D-Cinema, broadcast industry.
Material eXchange Format (MXF), D-10 Mapping X X SMPTE 386M, D-10/IMX Mapping.
NC camera feed X NC (AVIP NC4600) camera streams
NTT TwinVQ (VQF) X Nippon Telegraph and Telephone Corporation TwinVQ.
Nullsoft Streaming Video X
NuppelVideo X
NUT X X NUT Open Container Format
Ogg X X
TechnoTrend PVA X Used by TechnoTrend DVB PCI boards.
QCP X
raw ADTS (AAC) X X
raw AC-3 X X
raw Chinese AVS video X
raw CRI ADX X X
raw Dirac X X
raw DNxHD X X
raw DTS X X
raw E-AC-3 X X
raw FLAC X X
raw GSM X
raw H.261 X X
raw H.263 X X
raw H.264 X X
raw Ingenient MJPEG X
raw MJPEG X X
raw MLP X
raw MPEG X
raw MPEG-1 X
raw MPEG-2 X
raw MPEG-4 X X
raw NULL X
raw video X X
raw id RoQ X
raw Shorten X
raw TrueHD X X
raw VC-1 X
raw PCM A-law X X
raw PCM mu-law X X
raw PCM signed 8 bit X X
raw PCM signed 16 bit big-endian X X
raw PCM signed 16 bit little-endian X X
raw PCM signed 24 bit big-endian X X
raw PCM signed 24 bit little-endian X X
raw PCM signed 32 bit big-endian X X
raw PCM signed 32 bit little-endian X X
raw PCM unsigned 8 bit X X
raw PCM unsigned 16 bit big-endian X X
raw PCM unsigned 16 bit little-endian X X
raw PCM unsigned 24 bit big-endian X X
raw PCM unsigned 24 bit little-endian X X
raw PCM unsigned 32 bit big-endian X X
raw PCM unsigned 32 bit little-endian X X
raw PCM floating-point 32 bit big-endian X X
raw PCM floating-point 32 bit little-endian X X
raw PCM floating-point 64 bit big-endian X X
raw PCM floating-point 64 bit little-endian X X
RDT X
REDCODE R3D X File format used by RED Digital cameras, contains JPEG 2000 frames and PCM audio.
RealMedia X X
Redirector X
Renderware TeXture Dictionary X
RL2 X Audio and video format used in some games by Entertainment Software Partners.
RPL/ARMovie X
RTP X
RTSP X
SDP X
Sega FILM/CPK X Used in many Sega Saturn console games.
Sierra SOL X .sol files used in Sierra Online games.
Sierra VMD X Used in Sierra CD-ROM games.
Smacker X Multimedia format used by many games.
Sony OpenMG (OMA) X Audio format used in Sony Sonic Stage and Sony Vegas.
Sony PlayStation STR X
SoX native format X X
SUN AU format X X
THP X Used on the Nintendo GameCube.
Tiertex Limited SEQ X Tiertex .seq files used in the DOS CD-ROM version of the game Flashback.
True Audio X
VC-1 test bitstream X X
WAV X X
WavPack X
Wing Commander III movie X Multimedia format used in Origin's Wing Commander III computer game.
Westwood Studios audio X Multimedia format used in Westwood Studios games.
Westwood Studios VQA X Multimedia format used in Westwood Studios games.
YUV4MPEG pipe X X

X

means that encoding (resp. decoding) is supported.

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

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

X

means that encoding (resp. decoding) is supported.

E

means that support is provided through an external library.

libxvidcore can be used alternatively for encoding.
Name Encoding Decoding Comments
4X Movie X Used in certain computer games.
8088flex TMV X
8SVX exponential X
8SVX fibonacci X
American Laser Games MM X Used in games like Mad Dog McCree.
AMV Video X Used in Chinese MP3 players.
Apple MJPEG-B X
Apple QuickDraw X fourcc: qdrw
Asus v1 X X fourcc: ASV1
Asus v2 X X fourcc: ASV2
ATI VCR1 X fourcc: VCR1
ATI VCR2 X fourcc: VCR2
Autodesk Animator Flic video X
Autodesk RLE X fourcc: AASC
AVS (Audio Video Standard) video X Video encoding used by the Creature Shock game.
Beam Software VB X
Bethesda VID video X Used in some games from Bethesda Softworks.
Brute Force & Ignorance X Used in the game Flash Traffic: City of Angels.
C93 video X Codec used in Cyberia game.
CamStudio X fourcc: CSCD
Chinese AVS video X AVS1-P2, JiZhun profile
Delphine Software International CIN video X Codec used in Delphine Software International games.
Cinepak X
Cirrus Logic AccuPak X fourcc: CLJR
Creative YUV (CYUV) X
Dirac E E supported through external libdirac/libschroedinger libraries
DNxHD X X aka SMPTE VC3
Duck TrueMotion 1.0 X fourcc: DUCK
Duck TrueMotion 2.0 X fourcc: TM20
DV (Digital Video) X X
Feeble Files/ScummVM DXA X Codec originally used in Feeble Files game.
Electronic Arts CMV video X Used in NHL 95 game.
Electronic Arts Madcow video X
Electronic Arts TGV video X
Electronic Arts TGQ video X
Electronic Arts TQI video X
Escape 124 X
FFmpeg codec #1 X X experimental lossless codec (fourcc: FFV1)
Flash Screen Video v1 X X fourcc: FSV1
Flash Video (FLV) X X Sorenson H.263 used in Flash
Fraps X
H.261 X X
H.263 / H.263-1996 X X
H.263+ / H.263-1998 / H.263 version 2 X X
H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 E X encoding supported through external library libx264
H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 (VDPAU acceleration) E X
HuffYUV X X
HuffYUV FFmpeg variant X X
IBM Ultimotion X fourcc: ULTI
id Cinematic video X Used in Quake II.
id RoQ video X X Used in Quake III, Jedi Knight 2, other computer games.
Intel H.263 X
Intel Indeo 2 X
Intel Indeo 3 X
Interplay C93 X Used in the game Cyberia from Interplay.
Interplay MVE video X Used in Interplay .MVE files.
Karl Morton's video codec X Codec used in Worms games.
LCL (LossLess Codec Library) MSZH X
LCL (LossLess Codec Library) ZLIB E E
LOCO X
lossless MJPEG X X
Microsoft RLE X
Microsoft Video 1 X
Mimic X Used in MSN Messenger Webcam streams.
Miro VideoXL X fourcc: VIXL
MJPEG (Motion JPEG) X X
Motion Pixels video X
MPEG-1 video X X
MPEG-1/2 video XvMC (X-Video Motion Compensation) X
MPEG-1/2 video (VDPAU acceleration) X
MPEG-2 video X X
MPEG-4 part 2 X X
MPEG-4 part 2 Microsoft variant version 1 X X
MPEG-4 part 2 Microsoft variant version 2 X X
MPEG-4 part 2 Microsoft variant version 3 X X
Nintendo Gamecube THP video X
NuppelVideo/RTjpeg X Video encoding used in NuppelVideo files.
On2 VP3 X still experimental
On2 VP5 X fourcc: VP50
On2 VP6 X fourcc: VP60,VP61,VP62
planar RGB X fourcc: 8BPS
Q-team QPEG X fourccs: QPEG, Q1.0, Q1.1
QuickTime 8BPS video X
QuickTime Animation (RLE) video X X fourcc: 'rle '
QuickTime Graphics (SMC) X fourcc: 'smc '
QuickTime video (RPZA) X fourcc: rpza
Raw Video X X
RealVideo 1.0 X X
RealVideo 2.0 X X
RealVideo 3.0 X still far from ideal
RealVideo 4.0 X
Renderware TXD (TeXture Dictionary) X Texture dictionaries used by the Renderware Engine.
RL2 video X used in some games by Entertainment Software Partners
Sierra VMD video X Used in Sierra VMD files.
Smacker video X Video encoding used in Smacker.
SMPTE VC-1 X
Snow X X experimental wavelet codec (fourcc: SNOW)
Sony PlayStation MDEC (Motion DECoder) X
Sorenson Vector Quantizer 1 X X fourcc: SVQ1
Sorenson Vector Quantizer 3 X fourcc: SVQ3
Sunplus JPEG (SP5X) X fourcc: SP5X
TechSmith Screen Capture Codec X fourcc: TSCC
Theora E X encoding supported through external library libtheora
Tiertex Limited SEQ video X Codec used in DOS CD-ROM FlashBack game.
V210 Quicktime Uncompressed 4:2:2 10-bit X X
VMware Screen Codec / VMware Video X Codec used in videos captured by VMware.
Westwood Studios VQA (Vector Quantized Animation) video X
Windows Media Video 7 X X
Windows Media Video 8 X X
Windows Media Video 9 X not completely working
Wing Commander III / Xan X Used in Wing Commander III .MVE files.
Winnov WNV1 X
WMV7 X X
YAMAHA SMAF X X
ZLIB X X part of LCL, encoder experimental
Zip Motion Blocks Video X X Encoder works only in PAL8.

X

means that encoding (resp. decoding) is supported.

E

means that support is provided through an external library.

A native but very primitive encoder exists.
Name Encoding Decoding Comments
8SVX audio X
AAC E X encoding supported through external library libfaac
AC-3 IX X
ADPCM 4X Movie X
ADPCM CDROM XA X
ADPCM Creative Technology X 16 -> 4, 8 -> 4, 8 -> 3, 8 -> 2
ADPCM Electronic Arts X Used in various EA titles.
ADPCM Electronic Arts Maxis CDROM XS X Used in Sim City 3000.
ADPCM Electronic Arts R1 X
ADPCM Electronic Arts R2 X
ADPCM Electronic Arts R3 X
ADPCM Electronic Arts XAS X
ADPCM G.726 X X
ADPCM IMA AMV X Used in AMV files
ADPCM IMA Electronic Arts EACS X
ADPCM IMA Electronic Arts SEAD X
ADPCM IMA Funcom X
ADPCM IMA QuickTime X X
ADPCM IMA Loki SDL MJPEG X
ADPCM IMA WAV X X
ADPCM IMA Westwood X
ADPCM ISS IMA X Used in FunCom games.
ADPCM IMA Duck DK3 X Used in some Sega Saturn console games.
ADPCM IMA Duck DK4 X Used in some Sega Saturn console games.
ADPCM Microsoft X X
ADPCM MS IMA X X
ADPCM Nintendo Gamecube THP X
ADPCM QT IMA X X
ADPCM SEGA CRI ADX X X Used in Sega Dreamcast games.
ADPCM Shockwave Flash X X
ADPCM SMJPEG IMA X Used in certain Loki game ports.
ADPCM Sound Blaster Pro 2-bit X
ADPCM Sound Blaster Pro 2.6-bit X
ADPCM Sound Blaster Pro 4-bit X
ADPCM Westwood Studios IMA X Used in Westwood Studios games like Command and Conquer.
ADPCM Yamaha X X
AMR-NB E E supported through external libraries libamrnb and libopencore-amrnb
AMR-WB E E decoding supported through external libraries libamrwb and libopencore-amrwb, encoding supported through external library libamrwb
Apple lossless audio X X QuickTime fourcc 'alac'
Atrac 3 X
Delphine Software International CIN audio X Codec used in Delphine Software International games.
COOK X All versions except 5.1 are supported.
DCA (DTS Coherent Acoustics) X
DPCM id RoQ X X Used in Quake III, Jedi Knight 2, other computer games.
DPCM Interplay X Used in various Interplay computer games.
DPCM Sierra Online X Used in Sierra Online game audio files.
DPCM Sol X
DPCM Xan X Used in Origin's Wing Commander IV AVI files.
DSP Group TrueSpeech X
DV audio X
Enhanced AC-3 X
FLAC (Free Lossless Audio Codec) X IX
G.729 X
GSM E E supported through external library libgsm
GSM Microsoft variant E E supported through external library libgsm
IMC (Intel Music Coder) X
MACE (Macintosh Audio Compression/Expansion) 3:1 X
MACE (Macintosh Audio Compression/Expansion) 6:1 X
MLP (Meridian Lossless Packing) X Used in DVD-Audio discs.
Monkey's Audio X Only versions 3.97-3.99 are supported.
MP1 (MPEG audio layer 1) IX
MP2 (MPEG audio layer 2) IX IX
MP3 (MPEG audio layer 3) E IX encoding supported through external library LAME, ADU MP3 and MP3onMP4 also supported
Musepack SV7 X
Musepack SV8 X
Nellymoser Asao X X
PCM A-law X X
PCM mu-law X X
PCM 16-bit little-endian planar X
PCM 32-bit floating point big-endian X X
PCM 32-bit floating point little-endian X X
PCM 64-bit floating point big-endian X X
PCM 64-bit floating point little-endian X X
PCM D-Cinema audio signed 24-bit X X
PCM signed 8-bit X X
PCM signed 16-bit big-endian X X
PCM signed 16-bit little-endian X X
PCM signed 24-bit big-endian X X
PCM signed 24-bit little-endian X X
PCM signed 32-bit big-endian X X
PCM signed 32-bit little-endian X X
PCM unsigned 8-bit X X
PCM unsigned 16-bit big-endian X X
PCM unsigned 16-bit little-endian X X
PCM unsigned 24-bit big-endian X X
PCM unsigned 24-bit little-endian X X
PCM unsigned 32-bit big-endian X X
PCM unsigned 32-bit little-endian X X
PCM Zork X X
QCELP / PureVoice X
QDesign Music Codec 2 X There are still some distortions.
RealAudio 1.0 (14.4K) X Real 14400 bit/s codec
RealAudio 2.0 (28.8K) X Real 28800 bit/s codec
RealAudio 3.0 (dnet) IX X Real low bitrate AC-3 codec
Shorten X
Sierra VMD audio X Used in Sierra VMD files.
Smacker audio X
Sonic X X experimental codec
Sonic lossless X X experimental codec
Speex E supported through external library libspeex
True Audio (TTA) X
TrueHD X Used in HD-DVD and Blu-Ray discs.
Vorbis E X
WavPack X
Westwood Audio (SND1) X
Windows Media Audio 1 X X
Windows Media Audio 2 X X

X

means that encoding (resp. decoding) is supported.

E

means that support is provided through an external library.

I

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

Name Muxing Demuxing Encoding Decoding
SSA/ASS X X
DVB X X X X
DVD X X X X
XSUB X X

X

means that the feature is supported.

Name Support
file X
Gopher X
HTTP X
pipe X
RTP X
TCP X
UDP X

X

means that the protocol is supported.

Name Input Output
ALSA X X
BEOS audio X X
BKTR X
DV1394 X
JACK X
LIBDC1394 X
OSS X X
Video4Linux X
Video4Linux2 X
VfW capture X
X11 grabbing X

X

means that input/output is supported.

BSD make will not build FFmpeg, you need to install and use GNU Make (`gmake').

To get help and instructions for building FFmpeg under Windows, check out the FFmpeg Windows Help Forum at .

FFmpeg can be built to run natively on Windows using the MinGW tools. Install the latest versions of MSYS and MinGW from . You can find detailed installation instructions in the download section and the FAQ.

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

  • bash 3.1
  • msys-make 3.81-2 (note: not mingw32-make)
  • w32api 3.13
  • mingw-runtime 3.15

FFmpeg automatically passes

-fno-common

to the compiler to work around a GCC bug (see ).

Within the MSYS shell, configure and make with:

./configure --enable-memalign-hack --extra-cflags=-fno-commonmakemake install

This will install `ffmpeg.exe' along with many other development files to `/usr/local'. You may specify another install path using the

--prefix

option in `configure'.

Notes:

  • In order to compile FFplay, you must have the MinGW development library of SDL. Get it from . Edit the `bin/sdl-config' script so that it points to the correct prefix where SDL was installed. Verify that `sdl-config' can be launched from the MSYS command line.
  • By using

    ./configure --enable-shared

    when configuring FFmpeg, you can build libavutil, libavcodec and libavformat as DLLs.

As stated in the FAQ, FFmpeg will not compile under MSVC++. However, if you want to use the libav* libraries in your own applications, you can still compile those applications using MSVC++. But the libav* libraries you link to must be built with MinGW. However, you will not be able to debug inside the libav* libraries, since MSVC++ does not recognize the debug symbols generated by GCC. We strongly recommend you to move over from MSVC++ to MinGW tools.

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

Assuming you have just built and installed FFmpeg in `/usr/local'.

  1. 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.
  2. 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 `libavformat/output-example.c' from the FFmpeg distribution.
  3. Open the "Project / Properties" dialog box. In the "Configuration" combo box, select "All Configurations" so that the changes you make will affect both debug and release builds. In the tree view on the left hand side, select "C/C++ / General", then edit the "Additional Include Directories" setting to contain the path where the FFmpeg includes were installed (i.e. `c:\msys\1.0\local\include'). Do not add MinGW's include directory here, or the include files will conflict with MSVC's.
  4. Still in the "Project / Properties" dialog box, select "Linker / General" from the tree view and edit the "Additional Library Directories" setting to contain the `lib' directory where FFmpeg was installed (i.e. `c:\msys\1.0\local\lib'), the directory where MinGW libs are installed (i.e. `c:\mingw\lib'), and the directory where MinGW's GCC libs are installed (i.e. `C:\mingw\lib\gcc\mingw32\4.2.1-sjlj'). Then select "Linker / Input" from the tree view, and add the files `libavformat.a', `libavcodec.a', `libavutil.a', `libmingwex.a', `libgcc.a', and any other libraries you used (i.e. `libz.a') to the end of "Additional Dependencies".
  5. 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".
  6. Click "OK" to close the "Project / Properties" dialog box.
  7. MSVC++ lacks some C99 header files that are fundamental for FFmpeg. Get msinttypes from and install it in MSVC++'s include directory (i.e. `C:\Program Files\Microsoft Visual Studio 8\VC\include').
  8. MSVC++ also does not understand the

    inline

    keyword used by FFmpeg, so you must add this line before

    #include

    ing libav*:

    #define inline _inline

  9. Build your application, everything should work.

This is how to create DLL and LIB files that are compatible with MSVC++:

  1. Add a call to `vcvars32.bat' (which sets up the environment variables for the Visual C++ tools) as the first line of `msys.bat'. The standard location for `vcvars32.bat' is `C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat', and the standard location for `msys.bat' is `C:\msys\1.0\msys.bat'. If this corresponds to your setup, add the following line as the first line of `msys.bat':

    call "C:\Program Files\Microsoft Visual Studio 8\VC\bin\vcvars32.bat"Alternatively, you may start the `Visual Studio 2005 Command Prompt', and run `c:\msys\1.0\msys.bat' from there.

  2. Within the MSYS shell, run

    lib.exe

    . If you get a help message from `Microsoft (R) Library Manager', this means your environment variables are set up correctly, the `Microsoft (R) Library Manager' is on the path and will be used by FFmpeg to create MSVC++-compatible import libraries.

  3. Build FFmpeg with

    ./configure --enable-shared --enable-memalign-hackmakemake installYour install path (`/usr/local/' by default) should now have the necessary DLL and LIB files under the `bin' directory.

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. `c:\msys\usr\local\bin'). This is not a typo, the LIB files are installed in the `bin' directory. And instead of adding `libxx.a' files, you should add `avcodec.lib', `avformat.lib', and `avutil.lib'. There should be no need for `libmingwex.a', `libgcc.a', and `wsock32.lib', nor any other external library statically linked into the DLLs. The `bin' directory contains a bunch of DLL files, but the ones that are actually used to run your application are the ones with a major version number in their filenames (i.e. `avcodec-51.dll').

You must use the MinGW cross compilation tools available at .

Then configure FFmpeg with the following options:

./configure --target-os=mingw32 --cross-prefix=i386-mingw32msvc-

(you can change the cross-prefix according to the prefix chosen for the MinGW tools).

Then you can easily test FFmpeg with Wine ().

The main issue with the 1.5.x Cygwin versions is that newlib, its C library, does not contain llrint(). You need to upgrade to the unstable 1.7.x versions, or leverage the implementation in MinGW (as explained below).

Just install your Cygwin with all the "Base" packages, plus the following "Devel" ones:

binutils, gcc-core, make, subversion, mingw-runtime, diffutils

The experimental gcc4 package is still buggy, hence please use the official gcc 3.4.4 or a 4.2.x compiled from source by yourself.

Install the current binutils-20080624-2 as they work fine (the old binutils-20060709-1 proved buggy on shared builds).

Then create a small library that just contains llrint():

ar x /usr/lib/mingw/libmingwex.a llrint.oar cq /usr/local/lib/libllrint.a llrint.o

Then run

./configure --enable-static --disable-shared --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'

to make a static build or

./configure --enable-shared --disable-static --extra-ldflags='-L /usr/local/lib' --extra-libs='-l llrint'

to build shared libraries.

If you want to build FFmpeg with additional libraries, download Cygwin "Devel" packages for Ogg and Vorbis from any Cygwin packages repository:

libogg-devel, libvorbis-devel

These library packages are only available from Cygwin Ports () :

yasm, libSDL-devel, libdirac-devel, libfaac-devel, libfaad-devel, libgsm-devel,libmp3lame-devel, libschroedinger1.0-devel, speex-devel, libtheora-devel,libxvidcore-devel

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

libgetaddrinfo-devel

package, available at Cygwin Ports.

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:

gcc-mingw-core, mingw-runtime, mingw-zlib

and add some special flags to your configure invocation.

For a static build run

./configure --target-os=mingw32 --enable-memalign-hack --enable-static --disable-shared --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin

and for a build with shared libraries

./configure --target-os=mingw32 --enable-memalign-hack --enable-shared --disable-static --extra-cflags=-mno-cygwin --extra-libs=-mno-cygwin

BeOS support is broken in mysterious ways.

For information about compiling FFmpeg on OS/2 see .


 

This document was generated on 25 June 2009 using  1.56k.

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