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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>
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14
configure
vendored
14
configure
vendored
@ -1720,6 +1720,7 @@ HAVE_LIST="
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sdl
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section_data_rel_ro
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threads
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uwp
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vaapi_drm
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vaapi_x11
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vdpau_x11
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@ -4894,7 +4895,18 @@ fi
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# d3d11va requires linking directly to dxgi and d3d11 if not building for
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# the desktop api partition
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enabled LoadLibrary || d3d11va_extralibs="-ldxgi -ld3d11"
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check_cpp <<EOF && enable uwp && d3d11va_extralibs="-ldxgi -ld3d11"
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#ifdef WINAPI_FAMILY
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#include <winapifamily.h>
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#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
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#error desktop, not uwp
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#else
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// WINAPI_FAMILY_APP, WINAPI_FAMILY_PHONE_APP => UWP
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#endif
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#else
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#error no family set
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#endif
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EOF
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enabled vaapi && require vaapi va/va.h vaInitialize -lva
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@ -56,7 +56,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice;
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static av_cold void load_functions(void)
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{
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#if HAVE_LOADLIBRARY
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#if !HAVE_UWP
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// We let these "leak" - this is fine, as unloading has no great benefit, and
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// Windows will mark a DLL as loaded forever if its internal refcount overflows
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// from too many LoadLibrary calls.
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@ -486,7 +486,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device,
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int ret;
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// (On UWP we can't check this.)
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#if HAVE_LOADLIBRARY
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#if !HAVE_UWP
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if (!LoadLibrary("d3d11_1sdklayers.dll"))
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is_debug = 0;
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#endif
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@ -527,7 +527,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device,
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ID3D10Multithread_Release(pMultithread);
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}
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#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H
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#if !HAVE_UWP && HAVE_DXGIDEBUG_H
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if (is_debug) {
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HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll");
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if (dxgidebug_dll) {
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