At least on latest Win 11 and Visual Studio 2022, that DLL does not exist anymore and can't be installed via any of the usual means. However, debugging works just fine regardless, so this check makes debugging impossible.
D3D11CreateDevice will fail anyway if debugging is not supported, so let's rely on that instead. --- libavutil/hwcontext_d3d11va.c | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) diff --git a/libavutil/hwcontext_d3d11va.c b/libavutil/hwcontext_d3d11va.c index 24b3546e7b..a45e53595d 100644 --- a/libavutil/hwcontext_d3d11va.c +++ b/libavutil/hwcontext_d3d11va.c @@ -612,14 +612,10 @@ static int d3d11va_device_create(AVHWDeviceContext *ctx, const char *device, int ret; int adapter = -1; - // (On UWP we can't check this.) -#if !HAVE_UWP - if (!LoadLibrary("d3d11_1sdklayers.dll")) - is_debug = 0; -#endif - - if (is_debug) + if (is_debug) { creationFlags |= D3D11_CREATE_DEVICE_DEBUG; + av_log(ctx, AV_LOG_INFO, "Enabling d3d11 debugging.\n"); + } if ((ret = ff_thread_once(&functions_loaded, load_functions)) != 0) return AVERROR_UNKNOWN; -- 2.34.1 _______________________________________________ ffmpeg-devel mailing list ffmpeg-devel@ffmpeg.org https://ffmpeg.org/mailman/listinfo/ffmpeg-devel To unsubscribe, visit link above, or email ffmpeg-devel-requ...@ffmpeg.org with subject "unsubscribe".