diff --git a/configure b/configure index 96bc5ab559..d92ce33e6d 100755 --- a/configure +++ b/configure @@ -1720,6 +1720,7 @@ HAVE_LIST=" sdl section_data_rel_ro threads + uwp vaapi_drm vaapi_x11 vdpau_x11 @@ -4894,7 +4895,18 @@ 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 < +#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 diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c index 75f78d8669..0a8cc5bc21 100644 --- a/libavutil/hwcontext_d3d11va.c +++ b/libavutil/hwcontext_d3d11va.c @@ -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) {