d3d11va: Check WINAPI_FAMILY instead of HAVE_LOADLIBRARY
authorMartin Storsjö <martin@martin.st>
Tue, 4 Jul 2017 17:03:00 +0000 (20:03 +0300)
committerwm4 <nfxjfg@googlemail.com>
Thu, 10 Aug 2017 09:58:25 +0000 (11:58 +0200)
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 4d330da006fe48178.

configure
libavutil/hwcontext_d3d11va.c

index 66c7b94..7201941 100755 (executable)
--- 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
index 9a86d33..52683b9 100644 (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) {