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@@ -56,7 +56,7 @@ static PFN_D3D11_CREATE_DEVICE mD3D11CreateDevice; |
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static av_cold void load_functions(void) |
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{ |
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#if HAVE_LOADLIBRARY |
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#if !HAVE_UWP |
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// We let these "leak" - this is fine, as unloading has no great benefit, and |
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// Windows will mark a DLL as loaded forever if its internal refcount overflows |
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// from too many LoadLibrary calls. |
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@@ -486,7 +486,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, |
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int ret; |
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// (On UWP we can't check this.) |
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#if HAVE_LOADLIBRARY |
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#if !HAVE_UWP |
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if (!LoadLibrary("d3d11_1sdklayers.dll")) |
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is_debug = 0; |
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#endif |
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@@ -527,7 +527,7 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, |
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ID3D10Multithread_Release(pMultithread); |
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} |
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#if HAVE_LOADLIBRARY && HAVE_DXGIDEBUG_H |
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#if !HAVE_UWP && HAVE_DXGIDEBUG_H |
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if (is_debug) { |
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HANDLE dxgidebug_dll = LoadLibrary("dxgidebug.dll"); |
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if (dxgidebug_dll) { |
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