gstreamer/sys/d3d11/meson.build

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d3d11_sources = [
'gstd3d11bufferpool.c',
'gstd3d11device.c',
'gstd3d11memory.c',
'gstd3d11utils.c',
'gstd3d11videosink.c',
'gstd3d11window.cpp',
'plugin.c',
'gstd3d11format.c',
'gstd3d11basefilter.c',
'gstd3d11upload.c',
'gstd3d11download.c',
'gstd3d11colorconvert.c',
'gstd3d11videosinkbin.c',
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'gstd3d11shader.c',
'gstd3d11colorconverter.c',
'gstd3d11overlaycompositor.c',
'gstd3d11videoprocessor.c',
]
d3d11_dec_sources = [
'gstd3d11decoder.c',
'gstd3d11h264dec.c',
'gstd3d11vp9dec.c',
'gstd3d11h265dec.c',
'gstd3d11vp8dec.c',
]
dxgi_headers = [
['dxgi1_6.h', 6],
['dxgi1_5.h', 5],
['dxgi1_4.h', 4],
['dxgi1_3.h', 3],
['dxgi1_2.h', 2],
['dxgi.h', 1]
]
d3d11_headers = [
['d3d11_4.h', 4],
['d3d11_3.h', 3],
['d3d11_2.h', 2],
['d3d11_1.h', 1],
['d3d11.h', 0]
]
have_d3d11 = false
extra_c_args = ['-DCOBJMACROS']
have_dxgi_header = false
have_d3d11_header = false
have_d3d11sdk_h = false
have_dxgidebug_h = false
winapi_desktop = false
winapi_app = false
extra_dep = []
d3d11_conf = configuration_data()
d3d11_option = get_option('d3d11')
if host_system != 'windows' or d3d11_option.disabled()
subdir_done()
endif
d3d11_lib = cc.find_library('d3d11', required : d3d11_option)
dxgi_lib = cc.find_library('dxgi', required : d3d11_option)
d3dcompiler_lib = cc.find_library('d3dcompiler', required: d3d11_option)
runtimeobject_lib = cc.find_library('runtimeobject', required : false)
foreach dxgi_h: dxgi_headers
if not have_dxgi_header and cc.has_header(dxgi_h[0])
d3d11_conf.set('DXGI_HEADER_VERSION', dxgi_h[1])
have_dxgi_header = true
endif
endforeach
foreach d3d11_h: d3d11_headers
if not have_d3d11_header and cc.has_header(d3d11_h[0])
d3d11_conf.set('D3D11_HEADER_VERSION', d3d11_h[1])
have_d3d11_header = true
endif
endforeach
have_d3d11 = d3d11_lib.found() and dxgi_lib.found() and have_d3d11_header and have_dxgi_header and cc.has_header('d3dcompiler.h')
if not have_d3d11
if d3d11_option.enabled()
error('The d3d11 plugin was enabled explicitly, but required dependencies were not found.')
endif
subdir_done()
endif
# d3d11 video api uses dxva structure for decoding, and dxva.h needs d3d9 types
if cc.has_header('dxva.h') and cc.has_header('d3d9.h')
d3d11_conf.set('HAVE_DXVA_H', 1)
d3d11_sources += d3d11_dec_sources
extra_c_args += ['-DGST_USE_UNSTABLE_API']
extra_dep += [gstcodecs_dep]
endif
winapi_desktop = cxx.compiles('''#include <winapifamily.h>
#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
#error "not win32"
#endif''',
dependencies: [d3d11_lib, dxgi_lib],
name: 'checking if building for Win32')
if runtimeobject_lib.found() and d3dcompiler_lib.found()
winapi_app = cxx.compiles('''#include <winapifamily.h>
#include <windows.applicationmodel.core.h>
#include <wrl.h>
#include <wrl/wrappers/corewrappers.h>
#include <d3d11.h>
#include <dxgi1_2.h>
#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
#error "not winrt"
#endif''',
dependencies: [d3d11_lib, dxgi_lib, runtimeobject_lib],
name: 'checking if building for WinRT')
endif
if not winapi_desktop and not winapi_app
error('Neither Desktop partition nor App partition')
endif
winapi_app_only = winapi_app and not winapi_desktop
if winapi_app_only
d3d11_sources += ['gstd3d11window_corewindow.cpp',
'gstd3d11window_swapchainpanel.cpp']
extra_dep += [runtimeobject_lib, d3dcompiler_lib]
else
d3d11_sources += ['gstd3d11window_win32.cpp']
endif
d3d11_conf.set10('GST_D3D11_WINAPI_ONLY_APP', winapi_app_only)
# for enabling debug layer
# NOTE: Disable d3d11/dxgi debug layer in case of [UWP build + release CRT]
# WACK (Windows App Certification Kit) doesn't seem to be happy with
# the DXGIGetDebugInterface1 symbol.
# FIXME: Probably DXGIGetDebugInterface1 might be used on UWP app for development
# purpose. So, I suspect one possible reason why WACK is complaining about
# DXGIGetDebugInterface1 is that debugging APIs couldn't be used for
# Windows store app, but couldn't find any reference about that.
#
# [IDXGIDebug1]
# https://docs.microsoft.com/en-us/windows/win32/api/dxgidebug/nn-dxgidebug-idxgidebug1
# is saying that the IDXGIDebug1 interface is available for both desktop app and
# UWP. And then the *DXGIGetDebugInterface1* method need to be called to obtain
# the IDXGIDebug1 interface.
#
# [DXGIGetDebugInterface1]
# https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_3/nf-dxgi1_3-dxgigetdebuginterface1
# is mentioning that DXGIGetDebugInterface1 is desktop app only.
#
# PLEASE LET US KNOW A CORRECT WAY TO OBTAIN IDXGIDebug1 ON UWP, MICROSOFT
if get_option('debug') and not (winapi_app_only and get_option('b_vscrt') == 'md')
d3d11_debug_libs = [
['d3d11sdklayers.h', 'ID3D11Debug', 'ID3D11InfoQueue', 'have_d3d11sdk_h'],
['dxgidebug.h', 'IDXGIDebug', 'IDXGIInfoQueue', 'have_dxgidebug_h'],
]
foreach f : d3d11_debug_libs
header = f.get(0)
debug_obj = f.get(1)
info_obj = f.get(2)
compile_code = '''
#include <d3d11.h>
#include <dxgi.h>
#include <@0@>
int main(int arc, char ** argv) {
@1@ *debug = NULL;
@2@ *info_queue = NULL;
return 0;
}'''.format(header, debug_obj, info_obj)
if cc.compiles(compile_code, dependencies: [d3d11_lib, dxgi_lib], name: debug_obj)
set_variable(f.get(3), true)
endif
endforeach
else
message('Disable D3D11Debug and DXGIDebug layers')
endif
d3d11_conf.set10('HAVE_D3D11SDKLAYERS_H', have_d3d11sdk_h)
d3d11_conf.set10('HAVE_DXGIDEBUG_H', have_dxgidebug_h)
configure_file(
output: 'gstd3d11config.h',
configuration: d3d11_conf,
)
gstd3d11 = library('gstd3d11',
d3d11_sources,
c_args : gst_plugins_bad_args + extra_c_args,
cpp_args: gst_plugins_bad_args,
include_directories : [configinc],
dependencies : [gstbase_dep, gstvideo_dep, gmodule_dep, d3d11_lib, dxgi_lib] + extra_dep,
install : true,
install_dir : plugins_install_dir,
)
pkgconfig.generate(gstd3d11, install_dir : plugins_pkgconfig_install_dir)
plugins += [gstd3d11]