gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/meson.build

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Meson
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d3d11_sources = [
'gstd3d11bufferpool.cpp',
'gstd3d11device.cpp',
'gstd3d11format.cpp',
'gstd3d11memory.cpp',
'gstd3d11stagingbufferpool.cpp',
'gstd3d11utils.cpp',
]
gstd3d11_dep = dependency('', required : false)
d3d11_option = get_option('d3d11')
if host_system != 'windows' or d3d11_option.disabled()
subdir_done()
endif
have_d3d11 = false
extra_c_args = [
'-DCOBJMACROS',
]
extra_comm_args = [
'-DGST_USE_UNSTABLE_API',
'-DBUILDING_GST_D3D11',
'-DG_LOG_DOMAIN="GStreamer-D3D11"',
]
have_d3d11sdk_h = false
have_dxgidebug_h = false
d3d11_winapi_app = false
d3d11_conf = configuration_data()
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)
have_d3d11 = d3d11_lib.found() and dxgi_lib.found() and cc.has_header('d3d11_4.h') and cc.has_header('dxgi1_6.h')
if not have_d3d11
if d3d11_option.enabled()
error('The d3d11 was enabled explicitly, but required dependencies were not found.')
endif
subdir_done()
endif
d3d11_winapi_desktop = cxx.compiles('''#include <winapifamily.h>
#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
#error "not win32"
#endif''',
dependencies: [d3d11_lib, dxgi_lib],
name: 'building for Win32')
if runtimeobject_lib.found() and d3dcompiler_lib.found()
d3d11_winapi_app = cxx.compiles('''#include <winapifamily.h>
#include <windows.applicationmodel.core.h>
#include <wrl.h>
#include <wrl/wrappers/corewrappers.h>
#include <d3d11_4.h>
#include <dxgi1_6.h>
#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
#error "not winrt"
#endif
#if (WINVER < 0x0A00)
#error "Windows 10 API is not guaranteed"
#endif''',
dependencies: [d3d11_lib, dxgi_lib, runtimeobject_lib],
name: 'building for WinRT')
endif
if not d3d11_winapi_desktop and not d3d11_winapi_app
error('Neither Desktop partition nor App partition')
endif
d3d11_winapi_only_app = d3d11_winapi_app and not d3d11_winapi_desktop
d3d11_conf.set10('GST_D3D11_WINAPI_ONLY_APP', d3d11_winapi_only_app)
d3d11_conf.set10('GST_D3D11_WINAPI_APP', d3d11_winapi_app)
# 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 (d3d11_winapi_only_app 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
# don't need to be defined in gstd3d11config.h since it's gstd3d11device internal
if have_d3d11sdk_h
extra_comm_args += ['-DHAVE_D3D11SDKLAYERS_H']
endif
if have_dxgidebug_h
extra_comm_args += ['-DHAVE_DXGIDEBUG_H']
endif
# MinGW 32bits compiler seems to be complaining about redundant-decls
# when ComPtr is in use. Let's just disable the warning
if cc.get_id() != 'msvc'
extra_args = cc.get_supported_arguments([
'-Wno-redundant-decls',
])
extra_comm_args += extra_args
endif
configure_file(
output: 'gstd3d11config.h',
configuration: d3d11_conf,
)
pkg_name = 'gstreamer-d3d11-' + api_version
gstd3d11 = library('gstd3d11-' + api_version,
d3d11_sources,
c_args : gst_plugins_bad_args + extra_c_args + extra_comm_args,
cpp_args : gst_plugins_bad_args + extra_comm_args,
include_directories : [configinc, libsinc],
version : libversion,
soversion : soversion,
install : true,
dependencies : [gstbase_dep, gstvideo_dep, gmodule_dep, d3d11_lib, dxgi_lib]
)
library_def = {'lib': gstd3d11}
libraries += [[pkg_name, library_def]]
# Still non-public api, should not install headers
gstd3d11_dep = declare_dependency(link_with : gstd3d11,
include_directories : [libsinc],
dependencies : [gstbase_dep, gstvideo_dep, gmodule_dep, d3d11_lib, dxgi_lib])