Commit 1912973a authored by Martin Storsjö's avatar Martin Storsjö

d3d11va: Check WINAPI_FAMILY instead of HAVE_LOADLIBRARY

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.
Signed-off-by: 's avatarMartin Storsjö <martin@martin.st>
parent 61f589e3
......@@ -1720,6 +1720,7 @@ HAVE_LIST="
sdl
section_data_rel_ro
threads
uwp
vaapi_drm
vaapi_x11
vdpau_x11
......@@ -4894,7 +4895,18 @@ 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 && enable uwp && d3d11va_extralibs="-ldxgi -ld3d11"
#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
enabled vaapi && require vaapi va/va.h vaInitialize -lva
......
......@@ -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) {
......
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