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>
This commit is contained in:
Martin Storsjö 2017-07-04 20:03:00 +03:00
parent 61f589e31e
commit 1912973a2d
2 changed files with 16 additions and 4 deletions

14
configure vendored
View File

@ -1720,6 +1720,7 @@ HAVE_LIST="
sdl sdl
section_data_rel_ro section_data_rel_ro
threads threads
uwp
vaapi_drm vaapi_drm
vaapi_x11 vaapi_x11
vdpau_x11 vdpau_x11
@ -4894,7 +4895,18 @@ fi
# d3d11va requires linking directly to dxgi and d3d11 if not building for # d3d11va requires linking directly to dxgi and d3d11 if not building for
# the desktop api partition # 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 enabled vaapi && require vaapi va/va.h vaInitialize -lva

View File

@ -56,7 +56,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice;
static av_cold void load_functions(void) 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 // 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 // Windows will mark a DLL as loaded forever if its internal refcount overflows
// from too many LoadLibrary calls. // from too many LoadLibrary calls.
@ -486,7 +486,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device,
int ret; int ret;
// (On UWP we can't check this.) // (On UWP we can't check this.)
#if HAVE_LOADLIBRARY #if !HAVE_UWP
if (!LoadLibrary("d3d11_1sdklayers.dll")) if (!LoadLibrary("d3d11_1sdklayers.dll"))
is_debug = 0; is_debug = 0;
#endif #endif
@ -527,7 +527,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device,
ID3D10Multithread_Release(pMultithread); ID3D10Multithread_Release(pMultithread);
} }
#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H #if !HAVE_UWP && HAVE_DXGIDEBUG_H
if (is_debug) { if (is_debug) {
HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll"); HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll");
if (dxgidebug_dll) { if (dxgidebug_dll) {