On Wed, 5 Jul 2017 12:42:21 +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.
>
> Make this check a reusable HAVE_* component which other parts
> of the libraries can check when necessary as well.
> ---
> configure | 15 ++++++++++++++-
> libavutil/hwcontext_d3d11va.c | 6 +++---
> 2 files changed, 17 insertions(+), 4 deletions(-)
>
> diff --git a/configure b/configure
> index 96bc5ab..5241a0e 100755
> --- a/configure
> +++ b/configure
> @@ -1720,6 +1720,7 @@ HAVE_LIST="
> sdl
> section_data_rel_ro
> threads
> + uwp
> vaapi_drm
> vaapi_x11
> vdpau_x11
> @@ -4892,9 +4893,21 @@ if enabled libxcb; then
> check_pkg_config libxcb_xfixes xcb-xfixes xcb/xfixes.h
> xcb_xfixes_get_cursor_image
> fi
>
> +check_cpp <<EOF && enable uwp
> +#ifdef WINAPI_FAMILY
> +#include <winapifamily.h>
> +#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
> +#error desktop, not uwp
> +#else
> +// WINAPI_FAMILY_APP, WINAPI_FAMILY_PHONE_APP => UWP
> +#endif
> +#else
> +#error no family set
> +#endif
> +EOF
> # d3d11va requires linking directly to dxgi and d3d11 if not building for
> # the desktop api partition
> -enabled LoadLibrary || d3d11va_extralibs="-ldxgi -ld3d11"
> +enabled uwp && d3d11va_extralibs="-ldxgi -ld3d11"
>
> enabled vaapi && require vaapi va/va.h vaInitialize -lva
>
> diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c
> index 75f78d8..0a8cc5b 100644
> --- a/libavutil/hwcontext_d3d11va.c
> +++ b/libavutil/hwcontext_d3d11va.c
> @@ -56,7 +56,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice;
>
> static av_cold void load_functions(void)
> {
> -#if HAVE_LOADLIBRARY
> +#if !HAVE_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 +486,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx,
> const char *device,
> int ret;
>
> // (On UWP we can't check this.)
> -#if HAVE_LOADLIBRARY
> +#if !HAVE_UWP
> if (!LoadLibrary("d3d11_1sdklayers.dll"))
> is_debug = 0;
> #endif
> @@ -527,7 +527,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx,
> const char *device,
> ID3D10Multithread_Release(pMultithread);
> }
>
> -#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H
> +#if !HAVE_UWP && HAVE_DXGIDEBUG_H
> if (is_debug) {
> HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll");
> if (dxgidebug_dll) {
Still OK with me.
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