d3d11_sources = [ 'gstd3d11bufferpool.cpp', 'gstd3d11device.cpp', 'gstd3d11format.cpp', 'gstd3d11memory.cpp', 'gstd3d11utils.cpp', ] 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] ] 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' ] have_dxgi_header = false have_d3d11_header = false have_d3d11sdk_h = false have_dxgidebug_h = false winapi_desktop = false winapi_app = false d3d11_conf = configuration_data() d3d11_conf_options = [ 'GST_D3D11_DXGI_HEADER_VERSION', 'GST_D3D11_HEADER_VERSION', 'GST_D3D11_WINAPI_ONLY_APP', ] foreach option : d3d11_conf_options d3d11_conf.set10(option, false) endforeach 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('GST_D3D11_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('GST_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 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 #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 #include #include #include #include #include #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 #include #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, ) 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] ) # 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])