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authorMartin Storsjö <martin@martin.st>2017-07-04 20:03:00 +0300
committerwm4 <nfxjfg@googlemail.com>2017-08-10 11:58:25 +0200
commit9042402ec78ad050eb7ad129610450ef90371df4 (patch)
tree7497236ff765a77c692dca0f98d7d63edf43cebe
parentc100330a8ff4deef2a4994a9e55d387a00ea3cff (diff)
downloadffmpeg-9042402ec78ad050eb7ad129610450ef90371df4.tar.gz
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: Martin Storsjö <martin@martin.st> Merged from Libav commit 4d330da006fe48178.
-rwxr-xr-xconfigure14
-rw-r--r--libavutil/hwcontext_d3d11va.c6
2 files changed, 16 insertions, 4 deletions
diff --git a/configure b/configure
index 66c7b948e4..7201941c36 100755
--- a/configure
+++ b/configure
@@ -2072,6 +2072,7 @@ HAVE_LIST="
sndio
texi2html
threads
+ uwp
vaapi_drm
vaapi_x11
vdpau_x11
@@ -6134,7 +6135,18 @@ check_func_headers "windows.h" CreateDIBSection "$gdigrab_indev_extralibs"
# 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 &&
check_lib vaapi va/va.h vaInitialize -lva
diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c
index 9a86d33b38..52683b92cd 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) {