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authorwm4 <wm4@nowhere>2017-06-30 12:27:15 +0200
committerwm4 <wm4@nowhere>2017-06-30 18:57:37 +0200
commitdd408e68ed57fa5130bef976751e58a5d6e42f75 (patch)
tree7b47f293f3a07b318289ac277bcba6c588f0e586 /video/decode/vd_lavc.c
parentc61520b6bd51d2ab8ba1fa14d89170844ebd159b (diff)
downloadmpv-dd408e68ed57fa5130bef976751e58a5d6e42f75.tar.bz2
mpv-dd408e68ed57fa5130bef976751e58a5d6e42f75.tar.xz
d3d: make DXVA2 support optional
This partially reverts the change from a longer time ago to always build DXVA2 and D3D11VA together. To make it simpler, we change the following: - building with ANGLE headers is now required to build D3D hwaccels - if DXVA2 is enabled, D3D11VA is still forcibly built - the CLI vo_opengl ANGLE backend is now under --egl-angle-win32 This is done to reduce the dependency mess slightly.
Diffstat (limited to 'video/decode/vd_lavc.c')
-rw-r--r--video/decode/vd_lavc.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/video/decode/vd_lavc.c b/video/decode/vd_lavc.c
index 226fd30bd3..a36adbf334 100644
--- a/video/decode/vd_lavc.c
+++ b/video/decode/vd_lavc.c
@@ -265,8 +265,11 @@ static const struct vd_lavc_hwdec *const hwdec_list[] = {
#endif
#if HAVE_D3D_HWACCEL
&mp_vd_lavc_d3d11va,
+
+ #if HAVE_D3D9_HWACCEL
&mp_vd_lavc_dxva2,
&mp_vd_lavc_dxva2_copy,
+ #endif
&mp_vd_lavc_d3d11va_copy,
#endif
#if HAVE_ANDROID