backend_d3d11.odin 16 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  4. import d3d11 "vendor:directx/d3d11"
  5. import dxgi "vendor:directx/dxgi"
  6. import "vendor:directx/d3d_compiler"
  7. import "core:strings"
  8. import "core:log"
  9. import "core:slice"
  10. import "core:mem"
  11. import hm "handle_map"
  12. import "base:runtime"
  13. @(private="package")
  14. BACKEND_D3D11 :: Rendering_Backend_Interface {
  15. state_size = proc() -> int {
  16. return size_of(D3D11_State)
  17. },
  18. init = proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  19. hwnd := dxgi.HWND(window_handle)
  20. s = (^D3D11_State)(state)
  21. s.allocator = allocator
  22. s.width = swapchain_width
  23. s.height = swapchain_height
  24. feature_levels := [?]d3d11.FEATURE_LEVEL{
  25. ._11_1,
  26. ._11_0,
  27. }
  28. base_device: ^d3d11.IDevice
  29. base_device_context: ^d3d11.IDeviceContext
  30. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  31. .BGRA_SUPPORT,
  32. }
  33. when ODIN_DEBUG {
  34. device_flags += { .DEBUG }
  35. }
  36. ch(d3d11.CreateDevice(
  37. nil,
  38. .HARDWARE,
  39. nil,
  40. device_flags,
  41. &feature_levels[0], len(feature_levels),
  42. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  43. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  44. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  45. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  46. dxgi_device: ^dxgi.IDevice
  47. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  48. base_device->Release()
  49. base_device_context->Release()
  50. dxgi_adapter: ^dxgi.IAdapter
  51. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  52. dxgi_device->Release()
  53. dxgi_factory: ^dxgi.IFactory2
  54. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  55. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  56. Format = .B8G8R8A8_UNORM,
  57. SampleDesc = {
  58. Count = 1,
  59. },
  60. BufferUsage = {.RENDER_TARGET_OUTPUT},
  61. BufferCount = 2,
  62. Scaling = .STRETCH,
  63. SwapEffect = .DISCARD,
  64. }
  65. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  66. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  67. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  68. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  69. s.framebuffer->GetDesc(&depth_buffer_desc)
  70. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  71. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  72. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  73. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  74. rasterizer_desc := d3d11.RASTERIZER_DESC{
  75. FillMode = .SOLID,
  76. CullMode = .BACK,
  77. }
  78. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  79. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  80. DepthEnable = false,
  81. DepthWriteMask = .ALL,
  82. DepthFunc = .LESS,
  83. }
  84. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  85. vertex_buffer_desc := d3d11.BUFFER_DESC{
  86. ByteWidth = VERTEX_BUFFER_MAX,
  87. Usage = .DYNAMIC,
  88. BindFlags = {.VERTEX_BUFFER},
  89. CPUAccessFlags = {.WRITE},
  90. }
  91. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  92. blend_desc := d3d11.BLEND_DESC {
  93. RenderTarget = {
  94. 0 = {
  95. BlendEnable = true,
  96. SrcBlend = .SRC_ALPHA,
  97. DestBlend = .INV_SRC_ALPHA,
  98. BlendOp = .ADD,
  99. SrcBlendAlpha = .ONE,
  100. DestBlendAlpha = .ZERO,
  101. BlendOpAlpha = .ADD,
  102. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  103. },
  104. },
  105. }
  106. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  107. sampler_desc := d3d11.SAMPLER_DESC{
  108. Filter = .MIN_MAG_MIP_POINT,
  109. AddressU = .WRAP,
  110. AddressV = .WRAP,
  111. AddressW = .WRAP,
  112. ComparisonFunc = .NEVER,
  113. }
  114. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  115. },
  116. shutdown = proc() {
  117. s.sampler_state->Release()
  118. s.framebuffer_view->Release()
  119. s.depth_buffer_view->Release()
  120. s.depth_buffer->Release()
  121. s.framebuffer->Release()
  122. s.device_context->Release()
  123. s.vertex_buffer_gpu->Release()
  124. s.depth_stencil_state->Release()
  125. s.rasterizer_state->Release()
  126. s.swapchain->Release()
  127. s.blend_state->Release()
  128. when ODIN_DEBUG {
  129. debug: ^d3d11.IDebug
  130. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  131. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  132. log_messages()
  133. }
  134. debug->Release()
  135. }
  136. s.device->Release()
  137. s.info_queue->Release()
  138. },
  139. clear = proc(color: Color) {
  140. c := f32_color_from_color(color)
  141. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  142. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  143. },
  144. present = proc() {
  145. ch(s.swapchain->Present(1, {}))
  146. s.vertex_buffer_offset = 0
  147. },
  148. draw = proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, vertex_buffer: []u8) {
  149. if len(vertex_buffer) == 0 {
  150. return
  151. }
  152. d3d_shd := hm.get(&s.shaders, shd.handle)
  153. if d3d_shd == nil {
  154. return
  155. }
  156. viewport := d3d11.VIEWPORT{
  157. 0, 0,
  158. f32(s.width), f32(s.height),
  159. 0, 1,
  160. }
  161. dc := s.device_context
  162. vb_data: d3d11.MAPPED_SUBRESOURCE
  163. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  164. {
  165. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  166. copy(
  167. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  168. vertex_buffer,
  169. )
  170. }
  171. dc->Unmap(s.vertex_buffer_gpu, 0)
  172. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  173. dc->IASetInputLayout(d3d_shd.input_layout)
  174. vertex_buffer_offset := u32(0)
  175. vertex_buffer_stride := u32(shd.vertex_size)
  176. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  177. for mloc, builtin in shd.constant_builtin_locations {
  178. loc, loc_ok := mloc.?
  179. if !loc_ok {
  180. continue
  181. }
  182. switch builtin {
  183. case .MVP:
  184. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  185. dst^ = view_proj
  186. }
  187. }
  188. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  189. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  190. for cb_idx in 0..<len(shd.constant_buffers) {
  191. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  192. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  193. if gpu_data == nil {
  194. continue
  195. }
  196. cb_data: d3d11.MAPPED_SUBRESOURCE
  197. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  198. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  199. dc->Unmap(gpu_data, 0)
  200. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  201. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  202. }
  203. dc->RSSetViewports(1, &viewport)
  204. dc->RSSetState(s.rasterizer_state)
  205. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  206. if t := hm.get(&s.textures, texture); t != nil {
  207. dc->PSSetShaderResources(0, 1, &t.view)
  208. }
  209. dc->PSSetSamplers(0, 1, &s.sampler_state)
  210. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  211. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  212. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  213. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  214. s.vertex_buffer_offset += len(vertex_buffer)
  215. log_messages()
  216. },
  217. get_swapchain_width = proc() -> int {
  218. return s.width
  219. },
  220. get_swapchain_height = proc() -> int {
  221. return s.height
  222. },
  223. set_internal_state = proc(state: rawptr) {
  224. s = (^D3D11_State)(state)
  225. },
  226. load_texture = proc(data: []u8, width: int, height: int) -> Texture_Handle {
  227. texture_desc := d3d11.TEXTURE2D_DESC{
  228. Width = u32(width),
  229. Height = u32(height),
  230. MipLevels = 1,
  231. ArraySize = 1,
  232. // TODO: _SRGB or not?
  233. Format = .R8G8B8A8_UNORM,
  234. SampleDesc = {Count = 1},
  235. Usage = .IMMUTABLE,
  236. BindFlags = {.SHADER_RESOURCE},
  237. }
  238. texture_data := d3d11.SUBRESOURCE_DATA{
  239. pSysMem = raw_data(data),
  240. SysMemPitch = u32(width * 4),
  241. }
  242. texture: ^d3d11.ITexture2D
  243. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  244. texture_view: ^d3d11.IShaderResourceView
  245. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  246. tex := D3D11_Texture {
  247. tex = texture,
  248. view = texture_view,
  249. }
  250. return hm.add(&s.textures, tex)
  251. },
  252. destroy_texture = proc(th: Texture_Handle) {
  253. if t := hm.get(&s.textures, th); t != nil {
  254. t.tex->Release()
  255. t.view->Release()
  256. }
  257. hm.remove(&s.textures, th)
  258. },
  259. load_shader = proc(shader_source: string, desc_allocator := context.temp_allocator, layout_formats: []Shader_Input_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  260. vs_blob: ^d3d11.IBlob
  261. vs_blob_errors: ^d3d11.IBlob
  262. ch(d3d_compiler.Compile(raw_data(shader_source), len(shader_source), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  263. if vs_blob_errors != nil {
  264. log.error("Failed compiling shader:")
  265. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  266. return
  267. }
  268. vertex_shader: ^d3d11.IVertexShader
  269. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  270. ref: ^d3d11.IShaderReflection
  271. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  272. d3d_shd: D3D11_Shader
  273. d3d_desc: d3d11.SHADER_DESC
  274. ch(ref->GetDesc(&d3d_desc))
  275. {
  276. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  277. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  278. for in_idx in 0..<d3d_desc.InputParameters {
  279. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  280. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  281. log.errorf("Invalid shader input: %v", in_idx)
  282. continue
  283. }
  284. type: Shader_Input_Type
  285. if in_desc.SemanticIndex > 0 {
  286. log.errorf("Matrix shader input types not yet implemented")
  287. continue
  288. }
  289. switch in_desc.ComponentType {
  290. case .UNKNOWN: log.errorf("Unknown component type")
  291. case .UINT32: log.errorf("Not implemented")
  292. case .SINT32: log.errorf("Not implemented")
  293. case .FLOAT32:
  294. switch in_desc.Mask {
  295. case 0: log.errorf("Invalid input mask"); continue
  296. case 1: type = .F32
  297. case 3: type = .Vec2
  298. case 7: type = .Vec3
  299. case 15: type = .Vec4
  300. }
  301. }
  302. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  303. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  304. desc.inputs[in_idx] = {
  305. name = name,
  306. register = int(in_idx),
  307. format = format,
  308. type = type,
  309. }
  310. }
  311. }
  312. {
  313. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  314. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  315. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  316. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  317. if cb_info == nil {
  318. continue
  319. }
  320. cb_desc: d3d11.SHADER_BUFFER_DESC
  321. cb_info->GetDesc(&cb_desc)
  322. if cb_desc.Size == 0 {
  323. continue
  324. }
  325. constant_buffer_desc := d3d11.BUFFER_DESC{
  326. ByteWidth = cb_desc.Size,
  327. Usage = .DYNAMIC,
  328. BindFlags = {.CONSTANT_BUFFER},
  329. CPUAccessFlags = {.WRITE},
  330. }
  331. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  332. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  333. desc.constant_buffers[cb_idx].variables = variables
  334. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  335. for var_idx in 0..<cb_desc.Variables {
  336. var_info := cb_info->GetVariableByIndex(var_idx)
  337. if var_info == nil {
  338. continue
  339. }
  340. var_desc: d3d11.SHADER_VARIABLE_DESC
  341. var_info->GetDesc(&var_desc)
  342. if var_desc.Name != "" {
  343. variables[var_idx] = {
  344. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  345. loc = {
  346. buffer_idx = cb_idx,
  347. offset = var_desc.StartOffset,
  348. },
  349. }
  350. }
  351. }
  352. }
  353. }
  354. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), context.temp_allocator)
  355. for idx in 0..<len(desc.inputs) {
  356. input := desc.inputs[idx]
  357. input_layout_desc[idx] = {
  358. SemanticName = temp_cstring(input.name),
  359. Format = dxgi_format_from_shader_input_format(input.format),
  360. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  361. InputSlotClass = .VERTEX_DATA,
  362. }
  363. }
  364. input_layout: ^d3d11.IInputLayout
  365. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  366. ps_blob: ^d3d11.IBlob
  367. ps_blob_errors: ^d3d11.IBlob
  368. ch(d3d_compiler.Compile(raw_data(shader_source), len(shader_source), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  369. if ps_blob_errors != nil {
  370. log.error("Failed compiling shader:")
  371. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  372. }
  373. pixel_shader: ^d3d11.IPixelShader
  374. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  375. d3d_shd.vertex_shader = vertex_shader
  376. d3d_shd.pixel_shader = pixel_shader
  377. d3d_shd.input_layout = input_layout
  378. h := hm.add(&s.shaders, d3d_shd)
  379. return h, desc
  380. },
  381. destroy_shader = proc(h: Shader_Handle) {
  382. shd := hm.get(&s.shaders, h)
  383. if shd == nil {
  384. log.error("Invalid shader %v", h)
  385. return
  386. }
  387. shd.input_layout->Release()
  388. shd.vertex_shader->Release()
  389. shd.pixel_shader->Release()
  390. for c in shd.constant_buffers {
  391. if c.gpu_data != nil {
  392. c.gpu_data->Release()
  393. }
  394. }
  395. delete(shd.constant_buffers, s.allocator)
  396. hm.remove(&s.shaders, h)
  397. },
  398. // end BACKEND_D3D11
  399. }
  400. s: ^D3D11_State
  401. D3D11_Shader_Constant_Buffer :: struct {
  402. gpu_data: ^d3d11.IBuffer,
  403. }
  404. D3D11_Shader :: struct {
  405. handle: Shader_Handle,
  406. vertex_shader: ^d3d11.IVertexShader,
  407. pixel_shader: ^d3d11.IPixelShader,
  408. input_layout: ^d3d11.IInputLayout,
  409. constant_buffers: []D3D11_Shader_Constant_Buffer,
  410. }
  411. D3D11_State :: struct {
  412. allocator: runtime.Allocator,
  413. width: int,
  414. height: int,
  415. swapchain: ^dxgi.ISwapChain1,
  416. framebuffer_view: ^d3d11.IRenderTargetView,
  417. depth_buffer_view: ^d3d11.IDepthStencilView,
  418. device_context: ^d3d11.IDeviceContext,
  419. depth_stencil_state: ^d3d11.IDepthStencilState,
  420. rasterizer_state: ^d3d11.IRasterizerState,
  421. device: ^d3d11.IDevice,
  422. depth_buffer: ^d3d11.ITexture2D,
  423. framebuffer: ^d3d11.ITexture2D,
  424. blend_state: ^d3d11.IBlendState,
  425. sampler_state: ^d3d11.ISamplerState,
  426. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  427. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  428. info_queue: ^d3d11.IInfoQueue,
  429. vertex_buffer_gpu: ^d3d11.IBuffer,
  430. vertex_buffer_offset: int,
  431. }
  432. Color_F32 :: [4]f32
  433. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  434. return {
  435. f32(color.r) / 255,
  436. f32(color.g) / 255,
  437. f32(color.b) / 255,
  438. f32(color.a) / 255,
  439. }
  440. }
  441. D3D11_Texture :: struct {
  442. handle: Texture_Handle,
  443. tex: ^d3d11.ITexture2D,
  444. view: ^d3d11.IShaderResourceView,
  445. }
  446. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  447. switch f {
  448. case .Unknown: return .UNKNOWN
  449. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  450. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  451. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  452. case .RGB32_Float: return .R32G32B32_FLOAT
  453. case .RG32_Float: return .R32G32_FLOAT
  454. case .R32_Float: return .R32_FLOAT
  455. }
  456. log.error("Unknown format")
  457. return .UNKNOWN
  458. }
  459. // CHeck win errors and print message log if there is any error
  460. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  461. if hr >= 0 {
  462. return hr
  463. }
  464. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  465. log_messages(loc)
  466. return hr
  467. }
  468. log_messages :: proc(loc := #caller_location) {
  469. iq := s.info_queue
  470. if iq == nil {
  471. return
  472. }
  473. n := iq->GetNumStoredMessages()
  474. longest_msg: d3d11.SIZE_T
  475. for i in 0..=n {
  476. msglen: d3d11.SIZE_T
  477. iq->GetMessage(i, nil, &msglen)
  478. if msglen > longest_msg {
  479. longest_msg = msglen
  480. }
  481. }
  482. if longest_msg > 0 {
  483. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  484. for i in 0..=n {
  485. msglen: d3d11.SIZE_T
  486. iq->GetMessage(i, nil, &msglen)
  487. if msglen > 0 {
  488. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  489. iq->GetMessage(i, msg, &msglen)
  490. log.error(msg.pDescription, location = loc)
  491. }
  492. }
  493. }
  494. iq->ClearStoredMessages()
  495. }