On Wed, 5 Jul 2017 12:42:21 +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. > > 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. _______________________________________________ libav-devel mailing list libav-devel@libav.org https://lists.libav.org/mailman/listinfo/libav-devel