render_backend_d3d11.odin 28 KB

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  1. #+build windows
  2. #+vet explicit-allocators
  3. #+private file
  4. package karl2d
  5. @(private="package")
  6. RENDER_BACKEND_INTERFACE_D3D11 :: Render_Backend_Interface {
  7. state_size = d3d11_state_size,
  8. init = d3d11_init,
  9. shutdown = d3d11_shutdown,
  10. clear = d3d11_clear,
  11. present = d3d11_present,
  12. draw = d3d11_draw,
  13. resize_swapchain = d3d11_resize_swapchain,
  14. get_swapchain_width = d3d11_get_swapchain_width,
  15. get_swapchain_height = d3d11_get_swapchain_height,
  16. flip_z = d3d11_flip_z,
  17. set_internal_state = d3d11_set_internal_state,
  18. create_texture = d3d11_create_texture,
  19. load_texture = d3d11_load_texture,
  20. update_texture = d3d11_update_texture,
  21. destroy_texture = d3d11_destroy_texture,
  22. create_render_texture = d3d11_create_render_texture,
  23. set_texture_filter = d3d11_set_texture_filter,
  24. load_shader = d3d11_load_shader,
  25. destroy_shader = d3d11_destroy_shader,
  26. default_shader_vertex_source = d3d11_default_shader_vertex_source,
  27. default_shader_fragment_source = d3d11_default_shader_fragment_source,
  28. }
  29. import d3d11 "vendor:directx/d3d11"
  30. import dxgi "vendor:directx/dxgi"
  31. import "vendor:directx/d3d_compiler"
  32. import "core:strings"
  33. import "core:log"
  34. import "core:slice"
  35. import "core:mem"
  36. import hm "handle_map"
  37. import "base:runtime"
  38. d3d11_state_size :: proc() -> int {
  39. return size_of(D3D11_State)
  40. }
  41. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  42. s = (^D3D11_State)(state)
  43. s.allocator = allocator
  44. s.window_handle = dxgi.HWND(window_handle)
  45. s.width = swapchain_width
  46. s.height = swapchain_height
  47. feature_levels := [?]d3d11.FEATURE_LEVEL{
  48. ._11_1,
  49. ._11_0,
  50. }
  51. base_device: ^d3d11.IDevice
  52. base_device_context: ^d3d11.IDeviceContext
  53. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  54. .BGRA_SUPPORT,
  55. }
  56. when ODIN_DEBUG {
  57. device_flags := base_device_flags + { .DEBUG }
  58. device_err := ch(d3d11.CreateDevice(
  59. nil,
  60. .HARDWARE,
  61. nil,
  62. device_flags,
  63. &feature_levels[0], len(feature_levels),
  64. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  65. if u32(device_err) == 0x887a002d {
  66. log.error("You're running in debug mode. So we are trying to create a debug D3D11 device. But you don't have DirectX SDK installed, so we can't enable debug layers. Creating a device without debug layers (you'll get no good D3D11 errors).")
  67. ch(d3d11.CreateDevice(
  68. nil,
  69. .HARDWARE,
  70. nil,
  71. base_device_flags,
  72. &feature_levels[0], len(feature_levels),
  73. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  74. } else {
  75. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  76. }
  77. } else {
  78. ch(d3d11.CreateDevice(
  79. nil,
  80. .HARDWARE,
  81. nil,
  82. base_device_flags,
  83. &feature_levels[0], len(feature_levels),
  84. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  85. }
  86. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  87. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  88. dxgi_device: ^dxgi.IDevice
  89. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  90. base_device->Release()
  91. base_device_context->Release()
  92. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  93. create_swapchain(swapchain_width, swapchain_height)
  94. rasterizer_desc := d3d11.RASTERIZER_DESC{
  95. FillMode = .SOLID,
  96. CullMode = .BACK,
  97. ScissorEnable = true,
  98. }
  99. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  100. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  101. DepthEnable = true,
  102. DepthWriteMask = .ALL,
  103. DepthFunc = .LESS,
  104. }
  105. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  106. vertex_buffer_desc := d3d11.BUFFER_DESC{
  107. ByteWidth = VERTEX_BUFFER_MAX,
  108. Usage = .DYNAMIC,
  109. BindFlags = {.VERTEX_BUFFER},
  110. CPUAccessFlags = {.WRITE},
  111. }
  112. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  113. blend_desc := d3d11.BLEND_DESC {
  114. RenderTarget = {
  115. 0 = {
  116. BlendEnable = true,
  117. SrcBlend = .SRC_ALPHA,
  118. DestBlend = .INV_SRC_ALPHA,
  119. BlendOp = .ADD,
  120. SrcBlendAlpha = .ONE,
  121. DestBlendAlpha = .ZERO,
  122. BlendOpAlpha = .ADD,
  123. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  124. },
  125. },
  126. }
  127. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  128. }
  129. d3d11_shutdown :: proc() {
  130. s.framebuffer_view->Release()
  131. s.depth_buffer_view->Release()
  132. s.depth_buffer->Release()
  133. s.framebuffer->Release()
  134. s.device_context->Release()
  135. s.vertex_buffer_gpu->Release()
  136. s.depth_stencil_state->Release()
  137. s.rasterizer_state->Release()
  138. s.swapchain->Release()
  139. s.blend_state->Release()
  140. s.dxgi_adapter->Release()
  141. when ODIN_DEBUG {
  142. debug: ^d3d11.IDebug
  143. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  144. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  145. log_messages()
  146. }
  147. debug->Release()
  148. }
  149. s.device->Release()
  150. s.info_queue->Release()
  151. }
  152. d3d11_clear :: proc(render_texture: Render_Texture_Handle, color: Color) {
  153. c := f32_color_from_color(color)
  154. if rt := hm.get(&s.render_textures, render_texture); rt != nil {
  155. s.device_context->ClearRenderTargetView(rt.render_target_view, &c)
  156. s.device_context->ClearDepthStencilView(rt.depth_stencil_texture_view, {.DEPTH}, 1, 0)
  157. } else {
  158. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  159. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  160. }
  161. }
  162. d3d11_present :: proc() {
  163. ch(s.swapchain->Present(1, {}))
  164. }
  165. d3d11_draw :: proc(
  166. shd: Shader,
  167. render_texture: Render_Texture_Handle,
  168. bound_textures: []Texture_Handle,
  169. scissor: Maybe(Rect),
  170. vertex_buffer: []u8,
  171. ) {
  172. if len(vertex_buffer) == 0 {
  173. return
  174. }
  175. d3d_shd := hm.get(&s.shaders, shd.handle)
  176. if d3d_shd == nil {
  177. log.error("Trying to draw with invalid shader %v", shd.handle)
  178. return
  179. }
  180. dc := s.device_context
  181. vb_data: d3d11.MAPPED_SUBRESOURCE
  182. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  183. {
  184. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  185. copy(
  186. gpu_map,
  187. vertex_buffer,
  188. )
  189. }
  190. dc->Unmap(s.vertex_buffer_gpu, 0)
  191. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  192. dc->IASetInputLayout(d3d_shd.input_layout)
  193. vertex_buffer_offset: u32
  194. vertex_buffer_stride := u32(shd.vertex_size)
  195. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  196. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  197. assert(len(shd.constants) == len(d3d_shd.constants))
  198. maps := make([]rawptr, len(d3d_shd.constant_buffers), frame_allocator)
  199. cpu_data := shd.constants_data
  200. for cidx in 0..<len(shd.constants) {
  201. cpu_loc := shd.constants[cidx]
  202. gpu_loc := d3d_shd.constants[cidx]//cpu_loc.gpu_constant_idx]
  203. gpu_buffer_info := d3d_shd.constant_buffers[gpu_loc.buffer_idx]
  204. gpu_data := gpu_buffer_info.gpu_data
  205. if gpu_data == nil {
  206. continue
  207. }
  208. if maps[gpu_loc.buffer_idx] == nil {
  209. // We do this little dance with the 'maps' array so we only have to map the memory once.
  210. // There can be multiple constants within a single constant buffer. So mapping and
  211. // unmapping for each one is slow.
  212. map_data: d3d11.MAPPED_SUBRESOURCE
  213. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &map_data))
  214. maps[gpu_loc.buffer_idx] = map_data.pData
  215. }
  216. data_slice := slice.bytes_from_ptr(maps[gpu_loc.buffer_idx], gpu_buffer_info.size)
  217. dst := data_slice[gpu_loc.offset:gpu_loc.offset+u32(cpu_loc.size)]
  218. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  219. copy(dst, src)
  220. }
  221. for &cb, cb_idx in d3d_shd.constant_buffers {
  222. if .Vertex in cb.bound_shaders {
  223. dc->VSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  224. }
  225. if .Pixel in cb.bound_shaders {
  226. dc->PSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  227. }
  228. if maps[cb_idx] != nil {
  229. dc->Unmap(cb.gpu_data, 0)
  230. maps[cb_idx] = nil
  231. }
  232. }
  233. viewport := d3d11.VIEWPORT{
  234. 0, 0,
  235. f32(s.width), f32(s.height),
  236. 0, 1,
  237. }
  238. dc->RSSetViewports(1, &viewport)
  239. dc->RSSetState(s.rasterizer_state)
  240. scissor_rect := d3d11.RECT {
  241. right = i32(s.width),
  242. bottom = i32(s.height),
  243. }
  244. if sciss, sciss_ok := scissor.?; sciss_ok {
  245. scissor_rect = d3d11.RECT {
  246. left = i32(sciss.x),
  247. top = i32(sciss.y),
  248. right = i32(sciss.x + sciss.w),
  249. bottom = i32(sciss.y + sciss.h),
  250. }
  251. }
  252. dc->RSSetScissorRects(1, &scissor_rect)
  253. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  254. if len(bound_textures) == len(d3d_shd.texture_bindings) {
  255. for t, t_idx in bound_textures {
  256. d3d_t := d3d_shd.texture_bindings[t_idx]
  257. if t := hm.get(&s.textures, t); t != nil {
  258. dc->PSSetShaderResources(d3d_t.bind_point, 1, &t.view)
  259. dc->PSSetSamplers(d3d_t.sampler_bind_point, 1, &t.sampler)
  260. }
  261. }
  262. }
  263. if rt := hm.get(&s.render_textures, render_texture); rt != nil {
  264. dc->OMSetRenderTargets(1, &rt.render_target_view, rt.depth_stencil_texture_view)
  265. } else {
  266. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  267. }
  268. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  269. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  270. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  271. log_messages()
  272. }
  273. d3d11_resize_swapchain :: proc(w, h: int) {
  274. s.depth_buffer->Release()
  275. s.depth_buffer_view->Release()
  276. s.framebuffer->Release()
  277. s.framebuffer_view->Release()
  278. s.swapchain->Release()
  279. s.width = w
  280. s.height = h
  281. create_swapchain(w, h)
  282. }
  283. d3d11_get_swapchain_width :: proc() -> int {
  284. return s.width
  285. }
  286. d3d11_get_swapchain_height :: proc() -> int {
  287. return s.height
  288. }
  289. d3d11_flip_z :: proc() -> bool {
  290. return true
  291. }
  292. d3d11_set_internal_state :: proc(state: rawptr) {
  293. s = (^D3D11_State)(state)
  294. }
  295. create_texture :: proc(
  296. width: int,
  297. height: int,
  298. format: Pixel_Format,
  299. data: rawptr,
  300. ) -> (
  301. Texture_Handle,
  302. ) {
  303. texture_desc := d3d11.TEXTURE2D_DESC{
  304. Width = u32(width),
  305. Height = u32(height),
  306. MipLevels = 1,
  307. ArraySize = 1,
  308. Format = dxgi_format_from_pixel_format(format),
  309. SampleDesc = {Count = 1},
  310. Usage = .DEFAULT,
  311. BindFlags = {.SHADER_RESOURCE},
  312. }
  313. texture: ^d3d11.ITexture2D
  314. if data != nil {
  315. texture_data := d3d11.SUBRESOURCE_DATA{
  316. pSysMem = data,
  317. SysMemPitch = u32(width * pixel_format_size(format)),
  318. }
  319. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  320. } else {
  321. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  322. }
  323. texture_view: ^d3d11.IShaderResourceView
  324. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  325. tex := D3D11_Texture {
  326. tex = texture,
  327. format = format,
  328. view = texture_view,
  329. sampler = create_sampler(.MIN_MAG_MIP_POINT),
  330. }
  331. return hm.add(&s.textures, tex)
  332. }
  333. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  334. return create_texture(width, height, format, nil)
  335. }
  336. d3d11_create_render_texture :: proc(width: int, height: int) -> Render_Texture_Handle {
  337. texture_desc := d3d11.TEXTURE2D_DESC{
  338. Width = u32(width),
  339. Height = u32(height),
  340. MipLevels = 1,
  341. ArraySize = 1,
  342. Format = dxgi_format_from_pixel_format(.RGBA_32_Float),
  343. SampleDesc = {Count = 1},
  344. Usage = .DEFAULT,
  345. BindFlags = {.SHADER_RESOURCE, .RENDER_TARGET},
  346. }
  347. texture: ^d3d11.ITexture2D
  348. ch(s.device->CreateTexture2D(&texture_desc, nil, &texture))
  349. texture_view: ^d3d11.IShaderResourceView
  350. ch(s.device->CreateShaderResourceView(texture, nil, &texture_view))
  351. depth_stencil_desc := d3d11.TEXTURE2D_DESC{
  352. Width = u32(width),
  353. Height = u32(height),
  354. MipLevels = 1,
  355. ArraySize = 1,
  356. Format = .D24_UNORM_S8_UINT,
  357. SampleDesc = {Count = 1},
  358. Usage = .DEFAULT,
  359. BindFlags = {.DEPTH_STENCIL},
  360. }
  361. depth_stencil_texture: ^d3d11.ITexture2D
  362. ch(ch(s.device->CreateTexture2D(&depth_stencil_desc, nil, &depth_stencil_texture)))
  363. depth_stencil_texture_view: ^d3d11.IDepthStencilView
  364. ch(s.device->CreateDepthStencilView(depth_stencil_texture, nil, &depth_stencil_texture_view))
  365. render_target_view_desc := d3d11.RENDER_TARGET_VIEW_DESC {
  366. Format = texture_desc.Format,
  367. ViewDimension = .TEXTURE2D,
  368. }
  369. render_target_view: ^d3d11.IRenderTargetView
  370. ch(s.device->CreateRenderTargetView(texture, &render_target_view_desc, &render_target_view))
  371. rtex := D3D11_Render_Texture {
  372. texture = texture,
  373. texture_view = texture_view,
  374. depth_stencil_texture = depth_stencil_texture,
  375. depth_stencil_texture_view = depth_stencil_texture_view,
  376. render_target_view = render_target_view,
  377. }
  378. return hm.add(&s.render_textures, rtex)
  379. }
  380. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  381. return create_texture(width, height, format, raw_data(data))
  382. }
  383. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  384. tex := hm.get(&s.textures, th)
  385. if tex == nil || tex.tex == nil {
  386. log.errorf("Trying to update texture %v with new data, but it is invalid.", th)
  387. return false
  388. }
  389. box := d3d11.BOX {
  390. left = u32(rect.x),
  391. top = u32(rect.y),
  392. bottom = u32(rect.y + rect.h),
  393. right = u32(rect.x + rect.w),
  394. back = 1,
  395. front = 0,
  396. }
  397. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  398. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  399. return true
  400. }
  401. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  402. if t := hm.get(&s.textures, th); t != nil {
  403. t.tex->Release()
  404. t.view->Release()
  405. if t.sampler != nil {
  406. t.sampler->Release()
  407. }
  408. }
  409. hm.remove(&s.textures, th)
  410. }
  411. d3d11_set_texture_filter :: proc(
  412. th: Texture_Handle,
  413. scale_down_filter: Texture_Filter,
  414. scale_up_filter: Texture_Filter,
  415. mip_filter: Texture_Filter,
  416. ) {
  417. t := hm.get(&s.textures, th)
  418. if t == nil {
  419. log.error("Trying to set texture filter for invalid texture %v", th)
  420. return
  421. }
  422. d := scale_down_filter
  423. u := scale_up_filter
  424. m := mip_filter
  425. f: d3d11.FILTER
  426. if d == .Point && u == .Point && m == .Point {
  427. f = .MIN_MAG_MIP_POINT
  428. } else if d == .Linear && u == .Linear && m == .Linear {
  429. f = .MIN_MAG_MIP_LINEAR
  430. } else if d == .Point && u == .Point && m == .Linear {
  431. f = .MIN_MAG_POINT_MIP_LINEAR
  432. } else if d == .Point && u == .Linear && m == .Linear {
  433. f = .MIN_POINT_MAG_MIP_LINEAR
  434. } else if d == .Linear && u == .Linear && m == .Linear {
  435. f = .MIN_MAG_MIP_LINEAR
  436. } else if d == .Linear && u == .Linear && m == .Point {
  437. f = .MIN_MAG_LINEAR_MIP_POINT
  438. } else if d == .Linear && u == .Point && m == .Point {
  439. f = .MIN_LINEAR_MAG_MIP_POINT
  440. } else if d == .Linear && u == .Point && m == .Linear {
  441. f = .MIN_LINEAR_MAG_POINT_MIP_LINEAR
  442. } else if d == .Point && u == .Linear && m == .Point {
  443. f = .MIN_POINT_MAG_LINEAR_MIP_POINT
  444. }
  445. if t.sampler != nil {
  446. t.sampler->Release()
  447. }
  448. t.sampler = create_sampler(f)
  449. }
  450. create_sampler :: proc(filter: d3d11.FILTER) -> ^d3d11.ISamplerState {
  451. sampler_desc := d3d11.SAMPLER_DESC{
  452. Filter = filter,
  453. AddressU = .WRAP,
  454. AddressV = .WRAP,
  455. AddressW = .WRAP,
  456. ComparisonFunc = .NEVER,
  457. }
  458. smp: ^d3d11.ISamplerState
  459. ch(s.device->CreateSamplerState(&sampler_desc, &smp))
  460. return smp
  461. }
  462. d3d11_load_shader :: proc(
  463. vs_source: string,
  464. ps_source: string,
  465. desc_allocator := frame_allocator,
  466. layout_formats: []Pixel_Format = {},
  467. ) -> (
  468. handle: Shader_Handle,
  469. desc: Shader_Desc,
  470. ) {
  471. vs_blob: ^d3d11.IBlob
  472. vs_blob_errors: ^d3d11.IBlob
  473. ch(d3d_compiler.Compile(raw_data(vs_source), len(vs_source), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  474. if vs_blob_errors != nil {
  475. log.error("Failed compiling shader:")
  476. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  477. return
  478. }
  479. // VERTEX SHADER
  480. vertex_shader: ^d3d11.IVertexShader
  481. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  482. vs_ref: ^d3d11.IShaderReflection
  483. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&vs_ref)))
  484. vs_desc: d3d11.SHADER_DESC
  485. ch(vs_ref->GetDesc(&vs_desc))
  486. {
  487. desc.inputs = make([]Shader_Input, vs_desc.InputParameters, desc_allocator)
  488. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  489. for in_idx in 0..<vs_desc.InputParameters {
  490. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  491. if ch(vs_ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  492. log.errorf("Invalid shader input: %v", in_idx)
  493. continue
  494. }
  495. type: Shader_Input_Type
  496. if in_desc.SemanticIndex > 0 {
  497. log.errorf("Matrix shader input types not yet implemented")
  498. continue
  499. }
  500. switch in_desc.ComponentType {
  501. case .UNKNOWN: log.errorf("Unknown component type")
  502. case .UINT32: log.errorf("Not implemented")
  503. case .SINT32: log.errorf("Not implemented")
  504. case .FLOAT32:
  505. switch in_desc.Mask {
  506. case 0: log.errorf("Invalid input mask"); continue
  507. case 1: type = .F32
  508. case 3: type = .Vec2
  509. case 7: type = .Vec3
  510. case 15: type = .Vec4
  511. }
  512. }
  513. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  514. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  515. desc.inputs[in_idx] = {
  516. name = name,
  517. register = int(in_idx),
  518. format = format,
  519. type = type,
  520. }
  521. }
  522. }
  523. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  524. d3d_constants := make([dynamic]D3D11_Shader_Constant, s.allocator)
  525. d3d_constant_buffers := make([dynamic]D3D11_Shader_Constant_Buffer, s.allocator)
  526. d3d_texture_bindings := make([dynamic]D3D11_Texture_Binding, s.allocator)
  527. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  528. reflect_shader_constants(
  529. vs_desc,
  530. vs_ref,
  531. &constant_descs,
  532. &d3d_constants,
  533. &d3d_constant_buffers,
  534. &d3d_texture_bindings,
  535. &texture_bindpoint_descs,
  536. desc_allocator,
  537. .Vertex,
  538. )
  539. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  540. for idx in 0..<len(desc.inputs) {
  541. input := desc.inputs[idx]
  542. input_layout_desc[idx] = {
  543. SemanticName = frame_cstring(input.name),
  544. Format = dxgi_format_from_pixel_format(input.format),
  545. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  546. InputSlotClass = .VERTEX_DATA,
  547. }
  548. }
  549. input_layout: ^d3d11.IInputLayout
  550. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  551. // PIXEL SHADER
  552. ps_blob: ^d3d11.IBlob
  553. ps_blob_errors: ^d3d11.IBlob
  554. ch(d3d_compiler.Compile(raw_data(ps_source), len(ps_source), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  555. if ps_blob_errors != nil {
  556. log.error("Failed compiling shader:")
  557. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  558. return
  559. }
  560. pixel_shader: ^d3d11.IPixelShader
  561. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  562. ps_ref: ^d3d11.IShaderReflection
  563. ch(d3d_compiler.Reflect(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ps_ref)))
  564. ps_desc: d3d11.SHADER_DESC
  565. ch(ps_ref->GetDesc(&ps_desc))
  566. reflect_shader_constants(
  567. ps_desc,
  568. ps_ref,
  569. &constant_descs,
  570. &d3d_constants,
  571. &d3d_constant_buffers,
  572. &d3d_texture_bindings,
  573. &texture_bindpoint_descs,
  574. desc_allocator,
  575. .Pixel,
  576. )
  577. // Done with vertex and pixel shader. Just combine all the state.
  578. desc.constants = constant_descs[:]
  579. desc.texture_bindpoints = texture_bindpoint_descs[:]
  580. d3d_shd := D3D11_Shader {
  581. constants = d3d_constants[:],
  582. constant_buffers = d3d_constant_buffers[:],
  583. vertex_shader = vertex_shader,
  584. pixel_shader = pixel_shader,
  585. input_layout = input_layout,
  586. texture_bindings = d3d_texture_bindings[:],
  587. }
  588. h := hm.add(&s.shaders, d3d_shd)
  589. return h, desc
  590. }
  591. D3D11_Shader_Type :: enum {
  592. Vertex,
  593. Pixel,
  594. }
  595. reflect_shader_constants :: proc(
  596. d3d_desc: d3d11.SHADER_DESC,
  597. ref: ^d3d11.IShaderReflection,
  598. constant_descs: ^[dynamic]Shader_Constant_Desc,
  599. d3d_constants: ^[dynamic]D3D11_Shader_Constant,
  600. d3d_constant_buffers: ^[dynamic]D3D11_Shader_Constant_Buffer,
  601. d3d_texture_bindings: ^[dynamic]D3D11_Texture_Binding,
  602. texture_bindpoint_descs: ^[dynamic]Shader_Texture_Bindpoint_Desc,
  603. desc_allocator: runtime.Allocator,
  604. shader_type: D3D11_Shader_Type,
  605. ) {
  606. found_sampler_bindpoints := make([dynamic]u32, frame_allocator)
  607. for br_idx in 0..<d3d_desc.BoundResources {
  608. bind_desc: d3d11.SHADER_INPUT_BIND_DESC
  609. ref->GetResourceBindingDesc(br_idx, &bind_desc)
  610. #partial switch bind_desc.Type {
  611. case .SAMPLER:
  612. append(&found_sampler_bindpoints, bind_desc.BindPoint)
  613. case .TEXTURE:
  614. append(d3d_texture_bindings, D3D11_Texture_Binding {
  615. bind_point = bind_desc.BindPoint,
  616. })
  617. append(texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  618. name = strings.clone_from_cstring(bind_desc.Name, desc_allocator),
  619. })
  620. case .CBUFFER:
  621. cb_info := ref->GetConstantBufferByName(bind_desc.Name)
  622. if cb_info == nil {
  623. continue
  624. }
  625. cb_desc: d3d11.SHADER_BUFFER_DESC
  626. cb_info->GetDesc(&cb_desc)
  627. if cb_desc.Size == 0 {
  628. continue
  629. }
  630. constant_buffer_desc := d3d11.BUFFER_DESC{
  631. ByteWidth = cb_desc.Size,
  632. Usage = .DYNAMIC,
  633. BindFlags = {.CONSTANT_BUFFER},
  634. CPUAccessFlags = {.WRITE},
  635. }
  636. buffer_idx := -1
  637. for &existing, existing_idx in d3d_constant_buffers {
  638. if existing.bind_point == bind_desc.BindPoint {
  639. existing.bound_shaders += {shader_type}
  640. buffer_idx = existing_idx
  641. break
  642. }
  643. }
  644. if buffer_idx == -1 {
  645. buffer_idx = len(d3d_constant_buffers)
  646. buf := D3D11_Shader_Constant_Buffer {
  647. bound_shaders = {shader_type},
  648. }
  649. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &buf.gpu_data))
  650. buf.size = int(cb_desc.Size)
  651. buf.bind_point = bind_desc.BindPoint
  652. append(d3d_constant_buffers, buf)
  653. }
  654. for var_idx in 0..<cb_desc.Variables {
  655. var_info := cb_info->GetVariableByIndex(var_idx)
  656. if var_info == nil {
  657. continue
  658. }
  659. var_desc: d3d11.SHADER_VARIABLE_DESC
  660. var_info->GetDesc(&var_desc)
  661. if var_desc.Name != "" {
  662. append(constant_descs, Shader_Constant_Desc {
  663. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  664. size = int(var_desc.Size),
  665. })
  666. append(d3d_constants, D3D11_Shader_Constant {
  667. buffer_idx = u32(buffer_idx),
  668. offset = var_desc.StartOffset,
  669. })
  670. }
  671. }
  672. case:
  673. log.errorf("Type is %v", bind_desc.Type)
  674. }
  675. }
  676. // Make sure each texture has a sampler. In GL samplers are associated with textures. In D3D11
  677. // several textures can use a single sampler. We don't want this as we want to be able to
  678. // configure filters etc on a per-texture level. Since two textures can arrive at a draw call
  679. // with different filters set, if they use the same sampler, then it will be impossible to set
  680. // that filtering up.
  681. for t, t_idx in d3d_texture_bindings {
  682. found := false
  683. for sampler_bindpoint in found_sampler_bindpoints {
  684. if t.bind_point == sampler_bindpoint {
  685. found = true
  686. break
  687. }
  688. }
  689. if !found {
  690. log.errorf(
  691. "Texture %v at bindpoint %v does not have a dedicated sampler at " +
  692. "the sampler register with the same bindpoint number. This is required to " +
  693. "in order to make D3D11 behave the same way as OpenGL etc",
  694. texture_bindpoint_descs[t_idx].name,
  695. t.bind_point,
  696. )
  697. }
  698. }
  699. }
  700. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  701. shd := hm.get(&s.shaders, h)
  702. if shd == nil {
  703. log.errorf("Invalid shader: %v", h)
  704. return
  705. }
  706. shd.input_layout->Release()
  707. shd.vertex_shader->Release()
  708. shd.pixel_shader->Release()
  709. for c in shd.constant_buffers {
  710. if c.gpu_data != nil {
  711. c.gpu_data->Release()
  712. }
  713. }
  714. delete(shd.texture_bindings, s.allocator)
  715. delete(shd.constants, s.allocator)
  716. delete(shd.constant_buffers, s.allocator)
  717. hm.remove(&s.shaders, h)
  718. }
  719. // API END
  720. s: ^D3D11_State
  721. D3D11_Shader_Constant_Buffer :: struct {
  722. gpu_data: ^d3d11.IBuffer,
  723. size: int,
  724. bound_shaders: bit_set[D3D11_Shader_Type],
  725. bind_point: u32,
  726. }
  727. D3D11_Texture_Binding :: struct {
  728. bind_point: u32,
  729. sampler_bind_point: u32,
  730. }
  731. D3D11_Shader_Constant :: struct {
  732. buffer_idx: u32,
  733. offset: u32,
  734. }
  735. D3D11_Shader :: struct {
  736. handle: Shader_Handle,
  737. vertex_shader: ^d3d11.IVertexShader,
  738. pixel_shader: ^d3d11.IPixelShader,
  739. input_layout: ^d3d11.IInputLayout,
  740. constant_buffers: []D3D11_Shader_Constant_Buffer,
  741. constants: []D3D11_Shader_Constant,
  742. texture_bindings: []D3D11_Texture_Binding,
  743. }
  744. D3D11_State :: struct {
  745. allocator: runtime.Allocator,
  746. window_handle: dxgi.HWND,
  747. width: int,
  748. height: int,
  749. dxgi_adapter: ^dxgi.IAdapter,
  750. swapchain: ^dxgi.ISwapChain1,
  751. framebuffer_view: ^d3d11.IRenderTargetView,
  752. depth_buffer_view: ^d3d11.IDepthStencilView,
  753. device_context: ^d3d11.IDeviceContext,
  754. depth_stencil_state: ^d3d11.IDepthStencilState,
  755. rasterizer_state: ^d3d11.IRasterizerState,
  756. device: ^d3d11.IDevice,
  757. depth_buffer: ^d3d11.ITexture2D,
  758. framebuffer: ^d3d11.ITexture2D,
  759. blend_state: ^d3d11.IBlendState,
  760. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  761. render_textures: hm.Handle_Map(D3D11_Render_Texture, Render_Texture_Handle, 1024*10),
  762. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  763. info_queue: ^d3d11.IInfoQueue,
  764. vertex_buffer_gpu: ^d3d11.IBuffer,
  765. all_samplers: map[^d3d11.ISamplerState]struct{},
  766. }
  767. create_swapchain :: proc(w, h: int) {
  768. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  769. Width = u32(w),
  770. Height = u32(h),
  771. Format = .B8G8R8A8_UNORM,
  772. SampleDesc = {
  773. Count = 1,
  774. },
  775. BufferUsage = {.RENDER_TARGET_OUTPUT},
  776. BufferCount = 2,
  777. Scaling = .STRETCH,
  778. SwapEffect = .DISCARD,
  779. }
  780. dxgi_factory: ^dxgi.IFactory2
  781. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  782. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  783. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  784. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  785. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  786. s.framebuffer->GetDesc(&depth_buffer_desc)
  787. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  788. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  789. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  790. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  791. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  792. }
  793. D3D11_Texture :: struct {
  794. handle: Texture_Handle,
  795. tex: ^d3d11.ITexture2D,
  796. view: ^d3d11.IShaderResourceView,
  797. format: Pixel_Format,
  798. // It may seem strange that we have a sampler here. But samplers are reused if you recreate them
  799. // with the same options. D3D11 will return the same object. So each time we set the filter
  800. // mode or the UV wrapping settings, then we just ask D3D11 for the sampler state for those
  801. // settings.
  802. //
  803. // Moreover, in order to make D3D11 behave a bit like GL (or rather, to make them behave more
  804. // similarly), we require that each texture in the HLSL shaders have a dedicated sampler.
  805. sampler: ^d3d11.ISamplerState,
  806. }
  807. D3D11_Render_Texture :: struct {
  808. handle: Render_Texture_Handle,
  809. texture: ^d3d11.ITexture2D,
  810. texture_view: ^d3d11.IShaderResourceView,
  811. depth_stencil_texture: ^d3d11.ITexture2D,
  812. depth_stencil_texture_view: ^d3d11.IDepthStencilView,
  813. render_target_view: ^d3d11.IRenderTargetView,
  814. }
  815. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  816. switch f {
  817. case .Unknown: return .UNKNOWN
  818. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  819. case .RGB_32_Float: return .R32G32B32_FLOAT
  820. case .RG_32_Float: return .R32G32_FLOAT
  821. case .R_32_Float: return .R32_FLOAT
  822. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  823. case .RG_8_Norm: return .R8G8_UNORM
  824. case .R_8_Norm: return .R8_UNORM
  825. case .R_8_UInt: return .R8_UINT
  826. }
  827. log.error("Unknown format")
  828. return .UNKNOWN
  829. }
  830. // CHeck win errors and print message log if there is any error
  831. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  832. if hr >= 0 {
  833. return hr
  834. }
  835. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  836. log_messages(loc)
  837. return hr
  838. }
  839. log_messages :: proc(loc := #caller_location) {
  840. iq := s.info_queue
  841. if iq == nil {
  842. return
  843. }
  844. n := iq->GetNumStoredMessages()
  845. longest_msg: d3d11.SIZE_T
  846. for i in 0..=n {
  847. msglen: d3d11.SIZE_T
  848. iq->GetMessage(i, nil, &msglen)
  849. if msglen > longest_msg {
  850. longest_msg = msglen
  851. }
  852. }
  853. if longest_msg > 0 {
  854. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  855. for i in 0..=n {
  856. msglen: d3d11.SIZE_T
  857. iq->GetMessage(i, nil, &msglen)
  858. if msglen > 0 {
  859. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  860. iq->GetMessage(i, msg, &msglen)
  861. log.error(msg.pDescription, location = loc)
  862. }
  863. }
  864. }
  865. iq->ClearStoredMessages()
  866. }
  867. DEFAULT_SHADER_SOURCE :: #load("render_backend_d3d11_default_shader.hlsl")
  868. d3d11_default_shader_vertex_source :: proc() -> string {
  869. return string(DEFAULT_SHADER_SOURCE)
  870. }
  871. d3d11_default_shader_fragment_source :: proc() -> string {
  872. return string(DEFAULT_SHADER_SOURCE)
  873. }