gstreamer/subprojects/gst-plugins-bad/gst-libs/gst/d3d11/meson.build
Seungha Yang e96687d88d d3d11: Update build-time dependency
Remove all the d3d11 and dxgi header version dependent ifdef
and bump the minimum requirement to d3d11_4.h and dxgi1_6.h.
We are already failing support old Visual Studio (Windows SDK actually)
such as Visual Studio 2015. Note that our MinGW toolchain satisfies
the requirement.

From runtime point of view, this change should be fine since
we are checking OS version with IUnknown::QueryInterface()
everywhere in order to check API availability

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/1684>
2022-02-11 20:01:52 +00:00

167 lines
5.5 KiB
Meson

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])