Message ID | 1499195901-18196-1-git-send-email-martin@martin.st |
---|---|
State | Superseded |
Headers | show |
On 7/4/17 9:18 PM, Martin Storsjö wrote: > 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. > --- > configure | 9 ++++++++- > libavutil/hwcontext_d3d11va.c | 13 ++++++++++--- > 2 files changed, 18 insertions(+), 4 deletions(-) > Seems ok.
On Tue, 4 Jul 2017 22:18:21 +0300 Martin Storsjö <martin@martin.st> wrote: > 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. > --- > configure | 9 ++++++++- > libavutil/hwcontext_d3d11va.c | 13 ++++++++++--- > 2 files changed, 18 insertions(+), 4 deletions(-) > > diff --git a/configure b/configure > index 96bc5ab..ce81d3b 100755 > --- a/configure > +++ b/configure > @@ -4894,7 +4894,14 @@ fi > > # 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 || d3d11va_extralibs="-ldxgi -ld3d11" > +#ifdef WINAPI_FAMILY > +#include <winapifamily.h> > +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) > +#error not desktop > +#endif > +#endif > +EOF > > enabled vaapi && require vaapi va/va.h vaInitialize -lva > > diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c > index 75f78d8..4d21b57 100644 > --- a/libavutil/hwcontext_d3d11va.c > +++ b/libavutil/hwcontext_d3d11va.c > @@ -47,6 +47,13 @@ > #include "pixdesc.h" > #include "pixfmt.h" > > +#ifdef WINAPI_FAMILY > +#include <winapifamily.h> > +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) > +#define UWP > +#endif > +#endif > + > typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory); > > static AVOnce functions_loaded = AV_ONCE_INIT; > @@ -56,7 +63,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice; > > static av_cold void load_functions(void) > { > -#if HAVE_LOADLIBRARY > +#ifndef 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 +493,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, > int ret; > > // (On UWP we can't check this.) > -#if HAVE_LOADLIBRARY > +#ifndef UWP > if (!LoadLibrary("d3d11_1sdklayers.dll")) > is_debug = 0; > #endif > @@ -527,7 +534,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, > ID3D10Multithread_Release(pMultithread); > } > > -#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H > +#if !defined(UWP) && HAVE_DXGIDEBUG_H > if (is_debug) { > HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll"); > if (dxgidebug_dll) { LGTM... though isn't "UWP" a bit too generic as an identifier?
On Tue, 4 Jul 2017, wm4 wrote: > On Tue, 4 Jul 2017 22:18:21 +0300 > Martin Storsjö <martin@martin.st> wrote: > >> 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. >> --- >> configure | 9 ++++++++- >> libavutil/hwcontext_d3d11va.c | 13 ++++++++++--- >> 2 files changed, 18 insertions(+), 4 deletions(-) >> >> diff --git a/configure b/configure >> index 96bc5ab..ce81d3b 100755 >> --- a/configure >> +++ b/configure >> @@ -4894,7 +4894,14 @@ fi >> >> # 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 || d3d11va_extralibs="-ldxgi -ld3d11" >> +#ifdef WINAPI_FAMILY >> +#include <winapifamily.h> >> +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) >> +#error not desktop >> +#endif >> +#endif >> +EOF >> >> enabled vaapi && require vaapi va/va.h vaInitialize -lva >> >> diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c >> index 75f78d8..4d21b57 100644 >> --- a/libavutil/hwcontext_d3d11va.c >> +++ b/libavutil/hwcontext_d3d11va.c >> @@ -47,6 +47,13 @@ >> #include "pixdesc.h" >> #include "pixfmt.h" >> >> +#ifdef WINAPI_FAMILY >> +#include <winapifamily.h> >> +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) >> +#define UWP >> +#endif >> +#endif >> + >> typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory); >> >> static AVOnce functions_loaded = AV_ONCE_INIT; >> @@ -56,7 +63,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice; >> >> static av_cold void load_functions(void) >> { >> -#if HAVE_LOADLIBRARY >> +#ifndef 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 +493,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, >> int ret; >> >> // (On UWP we can't check this.) >> -#if HAVE_LOADLIBRARY >> +#ifndef UWP >> if (!LoadLibrary("d3d11_1sdklayers.dll")) >> is_debug = 0; >> #endif >> @@ -527,7 +534,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, >> ID3D10Multithread_Release(pMultithread); >> } >> >> -#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H >> +#if !defined(UWP) && HAVE_DXGIDEBUG_H >> if (is_debug) { >> HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll"); >> if (dxgidebug_dll) { > > LGTM... though isn't "UWP" a bit too generic as an identifier? It's a little terse yeah, but it's at least only visible within this file (for now). Any better suggestions? // Martin
On Tue, 4 Jul 2017 22:57:41 +0300 (EEST) Martin Storsjö <martin@martin.st> wrote: > On Tue, 4 Jul 2017, wm4 wrote: > > > On Tue, 4 Jul 2017 22:18:21 +0300 > > Martin Storsjö <martin@martin.st> wrote: > > > >> 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. > >> --- > >> configure | 9 ++++++++- > >> libavutil/hwcontext_d3d11va.c | 13 ++++++++++--- > >> 2 files changed, 18 insertions(+), 4 deletions(-) > >> > >> diff --git a/configure b/configure > >> index 96bc5ab..ce81d3b 100755 > >> --- a/configure > >> +++ b/configure > >> @@ -4894,7 +4894,14 @@ fi > >> > >> # 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 || d3d11va_extralibs="-ldxgi -ld3d11" > >> +#ifdef WINAPI_FAMILY > >> +#include <winapifamily.h> > >> +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) > >> +#error not desktop > >> +#endif > >> +#endif > >> +EOF > >> > >> enabled vaapi && require vaapi va/va.h vaInitialize -lva > >> > >> diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c > >> index 75f78d8..4d21b57 100644 > >> --- a/libavutil/hwcontext_d3d11va.c > >> +++ b/libavutil/hwcontext_d3d11va.c > >> @@ -47,6 +47,13 @@ > >> #include "pixdesc.h" > >> #include "pixfmt.h" > >> > >> +#ifdef WINAPI_FAMILY > >> +#include <winapifamily.h> > >> +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) > >> +#define UWP > >> +#endif > >> +#endif > >> + > >> typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory); > >> > >> static AVOnce functions_loaded = AV_ONCE_INIT; > >> @@ -56,7 +63,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice; > >> > >> static av_cold void load_functions(void) > >> { > >> -#if HAVE_LOADLIBRARY > >> +#ifndef 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 +493,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, > >> int ret; > >> > >> // (On UWP we can't check this.) > >> -#if HAVE_LOADLIBRARY > >> +#ifndef UWP > >> if (!LoadLibrary("d3d11_1sdklayers.dll")) > >> is_debug = 0; > >> #endif > >> @@ -527,7 +534,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, > >> ID3D10Multithread_Release(pMultithread); > >> } > >> > >> -#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H > >> +#if !defined(UWP) && HAVE_DXGIDEBUG_H > >> if (is_debug) { > >> HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll"); > >> if (dxgidebug_dll) { > > > > LGTM... though isn't "UWP" a bit too generic as an identifier? > > It's a little terse yeah, but it's at least only visible within this file > (for now). Any better suggestions? Maybe FF_UWP? UWP alone is awfully generic and I'd be slightly worried about potential collisions. Could also be that I'm overthinking this.
On Tue, Jul 04, 2017 at 10:57:41PM +0300, Martin Storsjö wrote: > On Tue, 4 Jul 2017, wm4 wrote: > >On Tue, 4 Jul 2017 22:18:21 +0300 Martin Storsjö <martin@martin.st> wrote: > >>--- a/libavutil/hwcontext_d3d11va.c > >>+++ b/libavutil/hwcontext_d3d11va.c > >>@@ -47,6 +47,13 @@ > >> > >>+#ifdef WINAPI_FAMILY > >>+#include <winapifamily.h> > >>+#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) > >>+#define UWP > >>+#endif > >>+#endif > >>+ > >>@@ -56,7 +63,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice; > >> > >> static av_cold void load_functions(void) > >> { > >>-#if HAVE_LOADLIBRARY > >>+#ifndef UWP > >> // We let these "leak" - this is fine, as unloading has no great benefit, and > > > >LGTM... though isn't "UWP" a bit too generic as an identifier? > > It's a little terse yeah, but it's at least only visible within this file > (for now). Any better suggestions? WINAPI_FAMILY_DESKTOP WINAPI_DESKTOP or something along those lines? Maybe with an FF_ prefix? Diego
On Tue, Jul 04, 2017 at 10:18:21PM +0300, Martin Storsjö wrote: > --- a/configure > +++ b/configure > @@ -4894,7 +4894,14 @@ fi > > # 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 || d3d11va_extralibs="-ldxgi -ld3d11" > +#ifdef WINAPI_FAMILY > +#include <winapifamily.h> > +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) > +#error not desktop > +#endif > +#endif > +EOF Add "uwp" or whatever to HAVE_LIST, test for and enable it here, then > --- a/libavutil/hwcontext_d3d11va.c > +++ b/libavutil/hwcontext_d3d11va.c > @@ -47,6 +47,13 @@ > #include "pixdesc.h" > #include "pixfmt.h" > > +#ifdef WINAPI_FAMILY > +#include <winapifamily.h> > +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) > +#define UWP > +#endif > +#endif you don't need to do this dance here and instead > @@ -56,7 +63,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice; > > static av_cold void load_functions(void) > { > -#if HAVE_LOADLIBRARY > +#ifndef UWP check for HAVE_UWP or whatever at this point. Diego
diff --git a/configure b/configure index 96bc5ab..ce81d3b 100755 --- a/configure +++ b/configure @@ -4894,7 +4894,14 @@ fi # 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 || d3d11va_extralibs="-ldxgi -ld3d11" +#ifdef WINAPI_FAMILY +#include <winapifamily.h> +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) +#error not desktop +#endif +#endif +EOF enabled vaapi && require vaapi va/va.h vaInitialize -lva diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c index 75f78d8..4d21b57 100644 --- a/libavutil/hwcontext_d3d11va.c +++ b/libavutil/hwcontext_d3d11va.c @@ -47,6 +47,13 @@ #include "pixdesc.h" #include "pixfmt.h" +#ifdef WINAPI_FAMILY +#include <winapifamily.h> +#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) +#define UWP +#endif +#endif + typedef HRESULT(WINAPI *PFN_CREATE_DXGI_FACTORY)(REFIID riid, void **ppFactory); static AVOnce functions_loaded = AV_ONCE_INIT; @@ -56,7 +63,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice; static av_cold void load_functions(void) { -#if HAVE_LOADLIBRARY +#ifndef 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 +493,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, int ret; // (On UWP we can't check this.) -#if HAVE_LOADLIBRARY +#ifndef UWP if (!LoadLibrary("d3d11_1sdklayers.dll")) is_debug = 0; #endif @@ -527,7 +534,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, ID3D10Multithread_Release(pMultithread); } -#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H +#if !defined(UWP) && HAVE_DXGIDEBUG_H if (is_debug) { HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll"); if (dxgidebug_dll) {