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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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d16b5b7f7f
WINAPI_PARTITION_DESKTOP and WINAPI_PARTITION_APP can coexist. Although UWP only binaries should be used for production stage, this change will be useful for development stage Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-bad/-/merge_requests/1962>
190 lines
5.8 KiB
Meson
190 lines
5.8 KiB
Meson
d3d11_sources = [
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'gstd3d11bufferpool.c',
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'gstd3d11device.c',
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'gstd3d11format.c',
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'gstd3d11memory.c',
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'gstd3d11utils.c',
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]
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dxgi_headers = [
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['dxgi1_6.h', 6],
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['dxgi1_5.h', 5],
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['dxgi1_4.h', 4],
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['dxgi1_3.h', 3],
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['dxgi1_2.h', 2],
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['dxgi.h', 1]
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]
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d3d11_headers = [
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['d3d11_4.h', 4],
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['d3d11_3.h', 3],
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['d3d11_2.h', 2],
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['d3d11_1.h', 1],
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['d3d11.h', 0]
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]
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gstd3d11_dep = dependency('', required : false)
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d3d11_option = get_option('d3d11')
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if host_system != 'windows' or d3d11_option.disabled()
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subdir_done()
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endif
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have_d3d11 = false
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extra_c_args = [
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'-DCOBJMACROS',
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'-DGST_USE_UNSTABLE_API',
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'-DBUILDING_GST_D3D11'
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]
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have_dxgi_header = false
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have_d3d11_header = false
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have_d3d11sdk_h = false
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have_dxgidebug_h = false
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winapi_desktop = false
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winapi_app = false
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d3d11_conf = configuration_data()
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d3d11_conf_options = [
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'GST_D3D11_DXGI_HEADER_VERSION',
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'GST_D3D11_HEADER_VERSION',
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'GST_D3D11_WINAPI_ONLY_APP',
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]
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foreach option : d3d11_conf_options
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d3d11_conf.set10(option, false)
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endforeach
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d3d11_lib = cc.find_library('d3d11', required : d3d11_option)
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dxgi_lib = cc.find_library('dxgi', required : d3d11_option)
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d3dcompiler_lib = cc.find_library('d3dcompiler', required: d3d11_option)
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runtimeobject_lib = cc.find_library('runtimeobject', required : false)
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foreach dxgi_h: dxgi_headers
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if not have_dxgi_header and cc.has_header(dxgi_h[0])
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d3d11_conf.set('GST_D3D11_DXGI_HEADER_VERSION', dxgi_h[1])
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have_dxgi_header = true
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endif
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endforeach
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foreach d3d11_h: d3d11_headers
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if not have_d3d11_header and cc.has_header(d3d11_h[0])
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d3d11_conf.set('GST_D3D11_HEADER_VERSION', d3d11_h[1])
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have_d3d11_header = true
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endif
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endforeach
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have_d3d11 = d3d11_lib.found() and dxgi_lib.found() and have_d3d11_header and have_dxgi_header
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if not have_d3d11
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if d3d11_option.enabled()
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error('The d3d11 was enabled explicitly, but required dependencies were not found.')
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endif
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subdir_done()
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endif
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d3d11_winapi_desktop = cxx.compiles('''#include <winapifamily.h>
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#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
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#error "not win32"
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#endif''',
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dependencies: [d3d11_lib, dxgi_lib],
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name: 'building for Win32')
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if runtimeobject_lib.found() and d3dcompiler_lib.found()
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d3d11_winapi_app = cxx.compiles('''#include <winapifamily.h>
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#include <windows.applicationmodel.core.h>
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#include <wrl.h>
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#include <wrl/wrappers/corewrappers.h>
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#include <d3d11.h>
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#include <dxgi1_2.h>
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#if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
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#error "not winrt"
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#endif
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#if (WINVER < 0x0A00)
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#error "Windows 10 API is not guaranteed"
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#endif''',
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dependencies: [d3d11_lib, dxgi_lib, runtimeobject_lib],
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name: 'building for WinRT')
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endif
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if not d3d11_winapi_desktop and not d3d11_winapi_app
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error('Neither Desktop partition nor App partition')
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endif
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d3d11_winapi_only_app = d3d11_winapi_app and not d3d11_winapi_desktop
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d3d11_conf.set10('GST_D3D11_WINAPI_ONLY_APP', d3d11_winapi_only_app)
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d3d11_conf.set10('GST_D3D11_WINAPI_APP', d3d11_winapi_app)
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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 (d3d11_winapi_only_app 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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# don't need to be defined in gstd3d11config.h since it's gstd3d11device internal
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if have_d3d11sdk_h
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extra_c_args += ['-DHAVE_D3D11SDKLAYERS_H']
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endif
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if have_dxgidebug_h
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extra_c_args += ['-DHAVE_DXGIDEBUG_H']
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endif
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configure_file(
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output: 'gstd3d11config.h',
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configuration: d3d11_conf,
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)
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gstd3d11 = library('gstd3d11-' + api_version,
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d3d11_sources,
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c_args : gst_plugins_bad_args + extra_c_args,
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include_directories : [configinc, libsinc],
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version : libversion,
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soversion : soversion,
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install : true,
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dependencies : [gstbase_dep, gstvideo_dep, gmodule_dep, d3d11_lib, dxgi_lib]
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)
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# Still non-public api, should not install headers
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gstd3d11_dep = declare_dependency(link_with : gstd3d11,
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include_directories : [libsinc],
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dependencies : [gstbase_dep, gstvideo_dep, gmodule_dep, d3d11_lib, dxgi_lib])
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