[FFmpeg-cvslog] d3d11va: Check WINAPI_FAMILY instead of HAVE_LOADLIBRARY

Martin Storsjö git at videolan.org
Thu Aug 10 13:11:21 EEST 2017


ffmpeg | branch: master | Martin Storsjö <martin at martin.st> | Tue Jul  4 20:03:00 2017 +0300| [9042402ec78ad050eb7ad129610450ef90371df4] | committer: wm4

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 at martin.st>

Merged from Libav commit 4d330da006fe48178.

> http://git.videolan.org/gitweb.cgi/ffmpeg.git/?a=commit;h=9042402ec78ad050eb7ad129610450ef90371df4
---

 configure                     | 14 +++++++++++++-
 libavutil/hwcontext_d3d11va.c |  6 +++---
 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) {



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