backend_d3d11.odin 19 KB

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  1. #+build windows
  2. package karl2d
  3. import d3d11 "vendor:directx/d3d11"
  4. import dxgi "vendor:directx/dxgi"
  5. import "vendor:directx/d3d_compiler"
  6. import "core:strings"
  7. import "core:log"
  8. import "core:math/linalg"
  9. import "core:slice"
  10. import "core:mem"
  11. import hm "handle_map"
  12. import "base:runtime"
  13. BACKEND_D3D11 :: Rendering_Backend {
  14. state_size = d3d11_state_size,
  15. init = d3d11_init,
  16. shutdown = d3d11_shutdown,
  17. clear = d3d11_clear,
  18. present = d3d11_present,
  19. draw = d3d11_draw,
  20. get_swapchain_width = d3d11_get_swapchain_width,
  21. get_swapchain_height = d3d11_get_swapchain_height,
  22. set_view_projection_matrix = d3d11_set_view_projection_matrix,
  23. set_internal_state = d3d11_set_internal_state,
  24. load_texture = d3d11_load_texture,
  25. destroy_texture = d3d11_destroy_texture,
  26. load_shader = d3d11_load_shader,
  27. destroy_shader = d3d11_destroy_shader,
  28. }
  29. @(private="file")
  30. s: ^D3D11_State
  31. d3d11_state_size :: proc() -> int {
  32. return size_of(D3D11_State)
  33. }
  34. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  35. hwnd := dxgi.HWND(window_handle)
  36. s = (^D3D11_State)(state)
  37. s.allocator = allocator
  38. s.width = swapchain_width
  39. s.height = swapchain_height
  40. feature_levels := [?]d3d11.FEATURE_LEVEL{
  41. ._11_1,
  42. ._11_0,
  43. }
  44. base_device: ^d3d11.IDevice
  45. base_device_context: ^d3d11.IDeviceContext
  46. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  47. .BGRA_SUPPORT,
  48. }
  49. when ODIN_DEBUG {
  50. device_flags += { .DEBUG }
  51. }
  52. ch(d3d11.CreateDevice(
  53. nil,
  54. .HARDWARE,
  55. nil,
  56. device_flags,
  57. &feature_levels[0], len(feature_levels),
  58. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  59. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  60. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  61. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  62. dxgi_device: ^dxgi.IDevice
  63. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  64. base_device->Release()
  65. base_device_context->Release()
  66. dxgi_adapter: ^dxgi.IAdapter
  67. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  68. dxgi_device->Release()
  69. dxgi_factory: ^dxgi.IFactory2
  70. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  71. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  72. Format = .B8G8R8A8_UNORM,
  73. SampleDesc = {
  74. Count = 1,
  75. },
  76. BufferUsage = {.RENDER_TARGET_OUTPUT},
  77. BufferCount = 2,
  78. Scaling = .STRETCH,
  79. SwapEffect = .DISCARD,
  80. }
  81. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  82. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  83. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  84. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  85. s.framebuffer->GetDesc(&depth_buffer_desc)
  86. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  87. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  88. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  89. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  90. rasterizer_desc := d3d11.RASTERIZER_DESC{
  91. FillMode = .SOLID,
  92. CullMode = .BACK,
  93. }
  94. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  95. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  96. DepthEnable = false,
  97. DepthWriteMask = .ALL,
  98. DepthFunc = .LESS,
  99. }
  100. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  101. vertex_buffer_desc := d3d11.BUFFER_DESC{
  102. ByteWidth = VERTEX_BUFFER_MAX,
  103. Usage = .DYNAMIC,
  104. BindFlags = {.VERTEX_BUFFER},
  105. CPUAccessFlags = {.WRITE},
  106. }
  107. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  108. blend_desc := d3d11.BLEND_DESC {
  109. RenderTarget = {
  110. 0 = {
  111. BlendEnable = true,
  112. SrcBlend = .SRC_ALPHA,
  113. DestBlend = .INV_SRC_ALPHA,
  114. BlendOp = .ADD,
  115. SrcBlendAlpha = .ONE,
  116. DestBlendAlpha = .ZERO,
  117. BlendOpAlpha = .ADD,
  118. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  119. },
  120. },
  121. }
  122. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  123. sampler_desc := d3d11.SAMPLER_DESC{
  124. Filter = .MIN_MAG_MIP_POINT,
  125. AddressU = .WRAP,
  126. AddressV = .WRAP,
  127. AddressW = .WRAP,
  128. ComparisonFunc = .NEVER,
  129. }
  130. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  131. }
  132. d3d11_shutdown :: proc() {
  133. s.sampler_state->Release()
  134. s.framebuffer_view->Release()
  135. s.depth_buffer_view->Release()
  136. s.depth_buffer->Release()
  137. s.framebuffer->Release()
  138. s.device_context->Release()
  139. s.vertex_buffer_gpu->Release()
  140. //s.constant_buffer->Release()
  141. s.depth_stencil_state->Release()
  142. s.rasterizer_state->Release()
  143. s.swapchain->Release()
  144. s.blend_state->Release()
  145. when ODIN_DEBUG {
  146. debug: ^d3d11.IDebug
  147. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  148. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  149. log_messages()
  150. }
  151. debug->Release()
  152. }
  153. s.device->Release()
  154. s.info_queue->Release()
  155. }
  156. d3d11_set_internal_state :: proc(state: rawptr) {
  157. s = (^D3D11_State)(state)
  158. }
  159. d3d11_get_swapchain_width :: proc() -> int {
  160. return s.width
  161. }
  162. d3d11_get_swapchain_height :: proc() -> int {
  163. return s.height
  164. }
  165. d3d11_set_view_projection_matrix :: proc(m: Mat4) {
  166. s.view_proj = m
  167. }
  168. VERTEX_BUFFER_MAX :: 1000000
  169. TEXTURE_NONE :: Texture_Handle {}
  170. Shader_Constant_Buffer :: struct {
  171. gpu_data: ^d3d11.IBuffer,
  172. cpu_data: []u8,
  173. }
  174. Shader_Builtin_Constant :: enum {
  175. MVP,
  176. }
  177. Shader_Input_Type :: enum {
  178. F32,
  179. Vec2,
  180. Vec3,
  181. Vec4,
  182. }
  183. Shader_Input :: struct {
  184. name: string,
  185. register: int,
  186. type: Shader_Input_Type,
  187. format: Shader_Input_Format,
  188. }
  189. Shader_Default_Inputs :: enum {
  190. Position,
  191. UV,
  192. Color,
  193. }
  194. D3D11_Shader :: struct {
  195. handle: Shader_Handle,
  196. vertex_shader: ^d3d11.IVertexShader,
  197. pixel_shader: ^d3d11.IPixelShader,
  198. input_layout: ^d3d11.IInputLayout,
  199. }
  200. D3D11_State :: struct {
  201. allocator: runtime.Allocator,
  202. width: int,
  203. height: int,
  204. swapchain: ^dxgi.ISwapChain1,
  205. framebuffer_view: ^d3d11.IRenderTargetView,
  206. depth_buffer_view: ^d3d11.IDepthStencilView,
  207. device_context: ^d3d11.IDeviceContext,
  208. depth_stencil_state: ^d3d11.IDepthStencilState,
  209. rasterizer_state: ^d3d11.IRasterizerState,
  210. device: ^d3d11.IDevice,
  211. depth_buffer: ^d3d11.ITexture2D,
  212. framebuffer: ^d3d11.ITexture2D,
  213. blend_state: ^d3d11.IBlendState,
  214. sampler_state: ^d3d11.ISamplerState,
  215. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  216. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  217. info_queue: ^d3d11.IInfoQueue,
  218. vertex_buffer_gpu: ^d3d11.IBuffer,
  219. vertex_buffer_offset: int,
  220. batch_shader: Shader_Handle,
  221. view_proj: Mat4,
  222. }
  223. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  224. return {
  225. v.x, v.y, 0,
  226. }
  227. }
  228. Color_F32 :: [4]f32
  229. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  230. return {
  231. f32(color.r) / 255,
  232. f32(color.g) / 255,
  233. f32(color.b) / 255,
  234. f32(color.a) / 255,
  235. }
  236. }
  237. d3d11_clear :: proc(color: Color) {
  238. c := f32_color_from_color(color)
  239. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  240. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  241. }
  242. D3D11_Texture :: struct {
  243. handle: Texture_Handle,
  244. tex: ^d3d11.ITexture2D,
  245. view: ^d3d11.IShaderResourceView,
  246. }
  247. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  248. texture_desc := d3d11.TEXTURE2D_DESC{
  249. Width = u32(width),
  250. Height = u32(height),
  251. MipLevels = 1,
  252. ArraySize = 1,
  253. // TODO: _SRGB or not?
  254. Format = .R8G8B8A8_UNORM,
  255. SampleDesc = {Count = 1},
  256. Usage = .IMMUTABLE,
  257. BindFlags = {.SHADER_RESOURCE},
  258. }
  259. texture_data := d3d11.SUBRESOURCE_DATA{
  260. pSysMem = raw_data(data),
  261. SysMemPitch = u32(width * 4),
  262. }
  263. texture: ^d3d11.ITexture2D
  264. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  265. texture_view: ^d3d11.IShaderResourceView
  266. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  267. tex := D3D11_Texture {
  268. tex = texture,
  269. view = texture_view,
  270. }
  271. return hm.add(&s.textures, tex)
  272. }
  273. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  274. if t := hm.get(&s.textures, th); t != nil {
  275. t.tex->Release()
  276. t.view->Release()
  277. }
  278. hm.remove(&s.textures, th)
  279. }
  280. Shader_Input_Value_Override :: struct {
  281. val: [256]u8,
  282. used: int,
  283. }
  284. create_vertex_input_override :: proc(val: $T) -> Shader_Input_Value_Override {
  285. assert(size_of(T) < 256)
  286. res: Shader_Input_Value_Override
  287. ((^T)(raw_data(&res.val)))^ = val
  288. res.used = size_of(T)
  289. return res
  290. }
  291. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, vertex_buffer: []u8) {
  292. if len(vertex_buffer) == 0 {
  293. return
  294. }
  295. d3d_shd := hm.get(&s.shaders, shd.handle)
  296. if d3d_shd == nil {
  297. return
  298. }
  299. viewport := d3d11.VIEWPORT{
  300. 0, 0,
  301. f32(s.width), f32(s.height),
  302. 0, 1,
  303. }
  304. dc := s.device_context
  305. vb_data: d3d11.MAPPED_SUBRESOURCE
  306. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  307. {
  308. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  309. copy(
  310. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  311. vertex_buffer,
  312. )
  313. }
  314. dc->Unmap(s.vertex_buffer_gpu, 0)
  315. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  316. dc->IASetInputLayout(d3d_shd.input_layout)
  317. vertex_buffer_offset := u32(0)
  318. vertex_buffer_stride := u32(shd.vertex_size)
  319. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  320. for mloc, builtin in shd.constant_builtin_locations {
  321. loc, loc_ok := mloc.?
  322. if !loc_ok {
  323. continue
  324. }
  325. switch builtin {
  326. case .MVP:
  327. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  328. dst^ = s.view_proj
  329. }
  330. }
  331. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  332. for &c, c_idx in shd.constant_buffers {
  333. if c.gpu_data == nil {
  334. continue
  335. }
  336. cb_data: d3d11.MAPPED_SUBRESOURCE
  337. ch(dc->Map(c.gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  338. mem.copy(cb_data.pData, raw_data(c.cpu_data), len(c.cpu_data))
  339. dc->Unmap(c.gpu_data, 0)
  340. dc->VSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  341. dc->PSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  342. }
  343. dc->RSSetViewports(1, &viewport)
  344. dc->RSSetState(s.rasterizer_state)
  345. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  346. if t := hm.get(&s.textures, texture); t != nil {
  347. dc->PSSetShaderResources(0, 1, &t.view)
  348. }
  349. dc->PSSetSamplers(0, 1, &s.sampler_state)
  350. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  351. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  352. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  353. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  354. s.vertex_buffer_offset += len(vertex_buffer)
  355. log_messages()
  356. }
  357. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  358. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  359. }
  360. d3d11_present :: proc() {
  361. ch(s.swapchain->Present(1, {}))
  362. s.vertex_buffer_offset = 0
  363. }
  364. Shader_Constant_Location :: struct {
  365. buffer_idx: u32,
  366. offset: u32,
  367. }
  368. d3d11_load_shader :: proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader {
  369. vs_blob: ^d3d11.IBlob
  370. vs_blob_errors: ^d3d11.IBlob
  371. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  372. if vs_blob_errors != nil {
  373. log.error("Failed compiling shader:")
  374. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  375. }
  376. vertex_shader: ^d3d11.IVertexShader
  377. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  378. ref: ^d3d11.IShaderReflection
  379. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  380. constant_buffers: []Shader_Constant_Buffer
  381. constant_lookup: map[string]Shader_Constant_Location
  382. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  383. inputs: []Shader_Input
  384. {
  385. context.allocator = s.allocator
  386. d: d3d11.SHADER_DESC
  387. ch(ref->GetDesc(&d))
  388. inputs = make([]Shader_Input, d.InputParameters)
  389. for in_idx in 0..<d.InputParameters {
  390. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  391. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  392. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  393. continue
  394. }
  395. type: Shader_Input_Type
  396. if in_desc.SemanticIndex > 0 {
  397. log.errorf("Matrix shader input types not yet implemented")
  398. continue
  399. }
  400. switch in_desc.ComponentType {
  401. case .UNKNOWN: log.errorf("Unknown component type")
  402. case .UINT32: log.errorf("Not implemented")
  403. case .SINT32: log.errorf("Not implemented")
  404. case .FLOAT32:
  405. switch in_desc.Mask {
  406. case 0: log.errorf("Invalid input mask"); continue
  407. case 1: type = .F32
  408. case 3: type = .Vec2
  409. case 7: type = .Vec3
  410. case 15: type = .Vec4
  411. }
  412. }
  413. inputs[in_idx] = {
  414. name = strings.clone_from_cstring(in_desc.SemanticName),
  415. register = int(in_idx),
  416. type = type,
  417. }
  418. }
  419. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  420. for cb_idx in 0..<d.ConstantBuffers {
  421. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  422. if cb_info == nil {
  423. continue
  424. }
  425. cb_desc: d3d11.SHADER_BUFFER_DESC
  426. cb_info->GetDesc(&cb_desc)
  427. if cb_desc.Size == 0 {
  428. continue
  429. }
  430. b := &constant_buffers[cb_idx]
  431. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  432. constant_buffer_desc := d3d11.BUFFER_DESC{
  433. ByteWidth = cb_desc.Size,
  434. Usage = .DYNAMIC,
  435. BindFlags = {.CONSTANT_BUFFER},
  436. CPUAccessFlags = {.WRITE},
  437. }
  438. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &b.gpu_data))
  439. for var_idx in 0..<cb_desc.Variables {
  440. var_info := cb_info->GetVariableByIndex(var_idx)
  441. if var_info == nil {
  442. continue
  443. }
  444. var_desc: d3d11.SHADER_VARIABLE_DESC
  445. var_info->GetDesc(&var_desc)
  446. if var_desc.Name != "" {
  447. loc := Shader_Constant_Location {
  448. buffer_idx = cb_idx,
  449. offset = var_desc.StartOffset,
  450. }
  451. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  452. switch var_desc.Name {
  453. case "mvp":
  454. constant_builtin_locations[.MVP] = loc
  455. }
  456. }
  457. // TODO add the size or type somewhere so we set it correctly
  458. /*log.info(var_desc)
  459. type_info := var_info->GetType()
  460. type_info_desc: d3d11.SHADER_TYPE_DESC
  461. type_info->GetDesc(&type_info_desc)
  462. log.info(type_info_desc)*/
  463. }
  464. }
  465. }
  466. default_input_offsets: [Shader_Default_Inputs]int
  467. for &d in default_input_offsets {
  468. d = -1
  469. }
  470. input_offset: int
  471. if len(layout_formats) > 0 {
  472. if len(layout_formats) != len(inputs) {
  473. log.error("Passed number of layout formats isn't same as number of shader inputs")
  474. } else {
  475. for &i, idx in inputs {
  476. i.format = layout_formats[idx]
  477. if i.name == "POS" && i.type == .Vec2 {
  478. default_input_offsets[.Position] = input_offset
  479. } else if i.name == "UV" && i.type == .Vec2 {
  480. default_input_offsets[.UV] = input_offset
  481. } else if i.name == "COL" && i.type == .Vec4 {
  482. default_input_offsets[.Color] = input_offset
  483. }
  484. input_offset += shader_input_format_size(i.format)
  485. }
  486. }
  487. } else {
  488. for &i in inputs {
  489. if i.name == "POS" && i.type == .Vec2 {
  490. i.format = .RG32_Float
  491. default_input_offsets[.Position] = input_offset
  492. } else if i.name == "UV" && i.type == .Vec2 {
  493. i.format = .RG32_Float
  494. default_input_offsets[.UV] = input_offset
  495. } else if i.name == "COL" && i.type == .Vec4 {
  496. i.format = .RGBA8_Norm
  497. default_input_offsets[.Color] = input_offset
  498. } else {
  499. switch i.type {
  500. case .F32: i.format = .R32_Float
  501. case .Vec2: i.format = .RG32_Float
  502. case .Vec3: i.format = .RGBA32_Float
  503. case .Vec4: i.format = .RGBA32_Float
  504. }
  505. }
  506. input_offset += shader_input_format_size(i.format)
  507. }
  508. }
  509. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  510. for idx in 0..<len(inputs) {
  511. input := inputs[idx]
  512. input_layout_desc[idx] = {
  513. SemanticName = temp_cstring(input.name),
  514. Format = dxgi_format_from_shader_input_format(input.format),
  515. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  516. InputSlotClass = .VERTEX_DATA,
  517. }
  518. }
  519. input_layout: ^d3d11.IInputLayout
  520. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  521. ps_blob: ^d3d11.IBlob
  522. ps_blob_errors: ^d3d11.IBlob
  523. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  524. if ps_blob_errors != nil {
  525. log.error("Failed compiling shader:")
  526. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  527. }
  528. pixel_shader: ^d3d11.IPixelShader
  529. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  530. shd := D3D11_Shader {
  531. vertex_shader = vertex_shader,
  532. pixel_shader = pixel_shader,
  533. input_layout = input_layout,
  534. }
  535. h := hm.add(&s.shaders, shd)
  536. return {
  537. handle = h,
  538. constant_buffers = constant_buffers,
  539. constant_lookup = constant_lookup,
  540. constant_builtin_locations = constant_builtin_locations,
  541. inputs = inputs,
  542. input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
  543. default_input_offsets = default_input_offsets,
  544. vertex_size = input_offset,
  545. }
  546. }
  547. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  548. switch f {
  549. case .Unknown: return .UNKNOWN
  550. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  551. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  552. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  553. case .RG32_Float: return .R32G32_FLOAT
  554. case .R32_Float: return .R32_FLOAT
  555. }
  556. log.error("Unknown format")
  557. return .UNKNOWN
  558. }
  559. shader_input_format_size :: proc(f: Shader_Input_Format) -> int {
  560. switch f {
  561. case .Unknown: return 0
  562. case .RGBA32_Float: return 32
  563. case .RGBA8_Norm: return 4
  564. case .RGBA8_Norm_SRGB: return 4
  565. case .RG32_Float: return 8
  566. case .R32_Float: return 4
  567. }
  568. return 0
  569. }
  570. d3d11_destroy_shader :: proc(shd: Shader) {
  571. if d3d_shd := hm.get(&s.shaders, shd.handle); d3d_shd != nil {
  572. d3d_shd.input_layout->Release()
  573. d3d_shd.vertex_shader->Release()
  574. d3d_shd.pixel_shader->Release()
  575. }
  576. hm.remove(&s.shaders, shd.handle)
  577. for c in shd.constant_buffers {
  578. if c.gpu_data != nil {
  579. c.gpu_data->Release()
  580. }
  581. delete(c.cpu_data)
  582. }
  583. delete(shd.constant_buffers)
  584. for k,_ in shd.constant_lookup {
  585. delete(k)
  586. }
  587. delete(shd.constant_lookup)
  588. for i in shd.inputs {
  589. delete(i.name)
  590. }
  591. delete(shd.inputs)
  592. delete(shd.input_overrides)
  593. }
  594. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  595. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  596. }
  597. // CHeck win errors and print message log if there is any error
  598. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  599. if hr >= 0 {
  600. return hr
  601. }
  602. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  603. log_messages(loc)
  604. return hr
  605. }
  606. log_messages :: proc(loc := #caller_location) {
  607. iq := s.info_queue
  608. if iq == nil {
  609. return
  610. }
  611. n := iq->GetNumStoredMessages()
  612. longest_msg: d3d11.SIZE_T
  613. for i in 0..=n {
  614. msglen: d3d11.SIZE_T
  615. iq->GetMessage(i, nil, &msglen)
  616. if msglen > longest_msg {
  617. longest_msg = msglen
  618. }
  619. }
  620. if longest_msg > 0 {
  621. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  622. for i in 0..=n {
  623. msglen: d3d11.SIZE_T
  624. iq->GetMessage(i, nil, &msglen)
  625. if msglen > 0 {
  626. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  627. iq->GetMessage(i, msg, &msglen)
  628. log.error(msg.pDescription, location = loc)
  629. }
  630. }
  631. }
  632. iq->ClearStoredMessages()
  633. }