On Tue, 4 Jul 2017 22:57:41 +0300 (EEST)
Martin Storsjö <mar...@martin.st> wrote:

> 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?

Maybe FF_UWP? UWP alone is awfully generic and I'd be slightly worried
about potential collisions. Could also be that I'm overthinking this.
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