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 4d330da006.
This commit is contained in:
Martin Storsjö 2017-07-04 20:03:00 +03:00 committed by wm4
parent c100330a8f
commit 9042402ec7
2 changed files with 16 additions and 4 deletions

14
configure vendored
View File

@ -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

View File

@ -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) {