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d3d11: Disable D3D11Debug and DXGIDebug layer for UWP build
WACK (Windows App Certification Kit) doesn't seem to be happy with the DXGIGetDebugInterface1 symbol. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1421>
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5247e2319c
commit
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1 changed files with 51 additions and 29 deletions
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@ -86,35 +86,6 @@ if not have_d3d11
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subdir_done()
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endif
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# for enabling debug layer
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if get_option('debug')
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d3d11_debug_libs = [
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['d3d11sdklayers.h', 'ID3D11Debug', 'ID3D11InfoQueue', 'have_d3d11sdk_h'],
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['dxgidebug.h', 'IDXGIDebug', 'IDXGIInfoQueue', 'have_dxgidebug_h'],
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]
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foreach f : d3d11_debug_libs
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header = f.get(0)
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debug_obj = f.get(1)
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info_obj = f.get(2)
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compile_code = '''
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#include <d3d11.h>
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#include <dxgi.h>
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#include <@0@>
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int main(int arc, char ** argv) {
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@1@ *debug = NULL;
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@2@ *info_queue = NULL;
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return 0;
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}'''.format(header, debug_obj, info_obj)
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if cc.compiles(compile_code, dependencies: [d3d11_lib, dxgi_lib], name: debug_obj)
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set_variable(f.get(3), true)
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endif
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endforeach
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endif
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d3d11_conf.set10('HAVE_D3D11SDKLAYERS_H', have_d3d11sdk_h)
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d3d11_conf.set10('HAVE_DXGIDEBUG_H', have_dxgidebug_h)
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# d3d11 video api uses dxva structure for decoding, and dxva.h needs d3d9 types
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if cc.has_header('dxva.h') and cc.has_header('d3d9.h')
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d3d11_conf.set('HAVE_DXVA_H', 1)
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@ -160,6 +131,57 @@ endif
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d3d11_conf.set10('GST_D3D11_WINAPI_ONLY_APP', winapi_app_only)
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# for enabling debug layer
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# NOTE: Disable d3d11/dxgi debug layer in case of [UWP build + release CRT]
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# WACK (Windows App Certification Kit) doesn't seem to be happy with
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# the DXGIGetDebugInterface1 symbol.
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# FIXME: Probably DXGIGetDebugInterface1 might be used on UWP app for development
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# purpose. So, I suspect one possible reason why WACK is complaining about
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# DXGIGetDebugInterface1 is that debugging APIs couldn't be used for
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# Windows store app, but couldn't find any reference about that.
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#
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# [IDXGIDebug1]
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# https://docs.microsoft.com/en-us/windows/win32/api/dxgidebug/nn-dxgidebug-idxgidebug1
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# is saying that the IDXGIDebug1 interface is available for both desktop app and
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# UWP. And then the *DXGIGetDebugInterface1* method need to be called to obtain
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# the IDXGIDebug1 interface.
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#
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# [DXGIGetDebugInterface1]
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# https://docs.microsoft.com/en-us/windows/win32/api/dxgi1_3/nf-dxgi1_3-dxgigetdebuginterface1
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# is mentioning that DXGIGetDebugInterface1 is desktop app only.
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#
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# PLEASE LET US KNOW A CORRECT WAY TO OBTAIN IDXGIDebug1 ON UWP, MICROSOFT
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if get_option('debug') and not (winapi_app_only and get_option('b_vscrt') == 'md')
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d3d11_debug_libs = [
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['d3d11sdklayers.h', 'ID3D11Debug', 'ID3D11InfoQueue', 'have_d3d11sdk_h'],
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['dxgidebug.h', 'IDXGIDebug', 'IDXGIInfoQueue', 'have_dxgidebug_h'],
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]
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foreach f : d3d11_debug_libs
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header = f.get(0)
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debug_obj = f.get(1)
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info_obj = f.get(2)
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compile_code = '''
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#include <d3d11.h>
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#include <dxgi.h>
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#include <@0@>
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int main(int arc, char ** argv) {
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@1@ *debug = NULL;
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@2@ *info_queue = NULL;
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return 0;
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}'''.format(header, debug_obj, info_obj)
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if cc.compiles(compile_code, dependencies: [d3d11_lib, dxgi_lib], name: debug_obj)
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set_variable(f.get(3), true)
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endif
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endforeach
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else
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message('Disable D3D11Debug and DXGIDebug layers')
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endif
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d3d11_conf.set10('HAVE_D3D11SDKLAYERS_H', have_d3d11sdk_h)
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d3d11_conf.set10('HAVE_DXGIDEBUG_H', have_dxgidebug_h)
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configure_file(
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output: 'gstd3d11config.h',
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configuration: d3d11_conf,
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