On Tue, 4 Jul 2017 22:18:21 +0300
Martin Storsjö <[email protected]> wrote:
> If using the winstore compat library, a fallback LoadLibrary
> function does exist, that only calls LoadPackagedLibrary though
> (which doesn't work for dynamically loading d3d11 DLLs).
>
> Therefore explicitly check the targeted API family instead.
> ---
> configure | 9 ++++++++-
> libavutil/hwcontext_d3d11va.c | 13 ++++++++++---
> 2 files changed, 18 insertions(+), 4 deletions(-)
>
> diff --git a/configure b/configure
> index 96bc5ab..ce81d3b 100755
> --- a/configure
> +++ b/configure
> @@ -4894,7 +4894,14 @@ fi
>
> # d3d11va requires linking directly to dxgi and d3d11 if not building for
> # the desktop api partition
> -enabled LoadLibrary || d3d11va_extralibs="-ldxgi -ld3d11"
> +check_cpp <<EOF || d3d11va_extralibs="-ldxgi -ld3d11"
> +#ifdef WINAPI_FAMILY
> +#include <winapifamily.h>
> +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
> +#error not desktop
> +#endif
> +#endif
> +EOF
>
> enabled vaapi && require vaapi va/va.h vaInitialize -lva
>
> diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c
> index 75f78d8..4d21b57 100644
> --- a/libavutil/hwcontext_d3d11va.c
> +++ b/libavutil/hwcontext_d3d11va.c
> @@ -47,6 +47,13 @@
> #include "pixdesc.h"
> #include "pixfmt.h"
>
> +#ifdef WINAPI_FAMILY
> +#include <winapifamily.h>
> +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
> +#define UWP
> +#endif
> +#endif
> +
> typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void
> **ppFactory);
>
> static AVOnce functions_loaded = AV_ONCE_INIT;
> @@ -56,7 +63,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice;
>
> static av_cold void load_functions(void)
> {
> -#if HAVE_LOADLIBRARY
> +#ifndef UWP
> // We let these "leak" - this is fine, as unloading has no great
> benefit, and
> // Windows will mark a DLL as loaded forever if its internal refcount
> overflows
> // from too many LoadLibrary calls.
> @@ -486,7 +493,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx,
> const char *device,
> int ret;
>
> // (On UWP we can't check this.)
> -#if HAVE_LOADLIBRARY
> +#ifndef UWP
> if (!LoadLibrary("d3d11_1sdklayers.dll"))
> is_debug = 0;
> #endif
> @@ -527,7 +534,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx,
> const char *device,
> ID3D10Multithread_Release(pMultithread);
> }
>
> -#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H
> +#if !defined(UWP) && HAVE_DXGIDEBUG_H
> if (is_debug) {
> HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll");
> if (dxgidebug_dll) {
LGTM... though isn't "UWP" a bit too generic as an identifier?
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