On Tue, 4 Jul 2017, wm4 wrote:
On Tue, 4 Jul 2017 22:18:21 +0300
Martin Storsjö <mar...@martin.st> 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?
It's a little terse yeah, but it's at least only visible within this file
(for now). Any better suggestions?
// Martin
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