backend_d3d11.odin 18 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.constant_buffer->Release()
  125. s.depth_stencil_state->Release()
  126. s.rasterizer_state->Release()
  127. s.swapchain->Release()
  128. s.blend_state->Release()
  129. when ODIN_DEBUG {
  130. debug: ^d3d11.IDebug
  131. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  132. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  133. log_messages()
  134. }
  135. debug->Release()
  136. }
  137. s.device->Release()
  138. s.info_queue->Release()
  139. },
  140. clear = proc(color: Color) {
  141. c := f32_color_from_color(color)
  142. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  143. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  144. },
  145. present = proc() {
  146. ch(s.swapchain->Present(1, {}))
  147. s.vertex_buffer_offset = 0
  148. },
  149. draw = proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, vertex_buffer: []u8) {
  150. if len(vertex_buffer) == 0 {
  151. return
  152. }
  153. d3d_shd := hm.get(&s.shaders, shd.handle)
  154. if d3d_shd == nil {
  155. return
  156. }
  157. viewport := d3d11.VIEWPORT{
  158. 0, 0,
  159. f32(s.width), f32(s.height),
  160. 0, 1,
  161. }
  162. dc := s.device_context
  163. vb_data: d3d11.MAPPED_SUBRESOURCE
  164. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  165. {
  166. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  167. copy(
  168. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  169. vertex_buffer,
  170. )
  171. }
  172. dc->Unmap(s.vertex_buffer_gpu, 0)
  173. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  174. dc->IASetInputLayout(d3d_shd.input_layout)
  175. vertex_buffer_offset := u32(0)
  176. vertex_buffer_stride := u32(shd.vertex_size)
  177. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  178. for mloc, builtin in shd.constant_builtin_locations {
  179. loc, loc_ok := mloc.?
  180. if !loc_ok {
  181. continue
  182. }
  183. switch builtin {
  184. case .MVP:
  185. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  186. dst^ = view_proj
  187. }
  188. }
  189. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  190. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  191. for cb_idx in 0..<len(shd.constant_buffers) {
  192. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  193. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  194. if gpu_data == nil {
  195. continue
  196. }
  197. cb_data: d3d11.MAPPED_SUBRESOURCE
  198. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  199. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  200. dc->Unmap(gpu_data, 0)
  201. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  202. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  203. }
  204. dc->RSSetViewports(1, &viewport)
  205. dc->RSSetState(s.rasterizer_state)
  206. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  207. if t := hm.get(&s.textures, texture); t != nil {
  208. dc->PSSetShaderResources(0, 1, &t.view)
  209. }
  210. dc->PSSetSamplers(0, 1, &s.sampler_state)
  211. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  212. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  213. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  214. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  215. s.vertex_buffer_offset += len(vertex_buffer)
  216. log_messages()
  217. },
  218. get_swapchain_width = proc() -> int {
  219. return s.width
  220. },
  221. get_swapchain_height = proc() -> int {
  222. return s.height
  223. },
  224. set_internal_state = proc(state: rawptr) {
  225. s = (^D3D11_State)(state)
  226. },
  227. load_texture = proc(data: []u8, width: int, height: int) -> Texture_Handle {
  228. texture_desc := d3d11.TEXTURE2D_DESC{
  229. Width = u32(width),
  230. Height = u32(height),
  231. MipLevels = 1,
  232. ArraySize = 1,
  233. // TODO: _SRGB or not?
  234. Format = .R8G8B8A8_UNORM,
  235. SampleDesc = {Count = 1},
  236. Usage = .IMMUTABLE,
  237. BindFlags = {.SHADER_RESOURCE},
  238. }
  239. texture_data := d3d11.SUBRESOURCE_DATA{
  240. pSysMem = raw_data(data),
  241. SysMemPitch = u32(width * 4),
  242. }
  243. texture: ^d3d11.ITexture2D
  244. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  245. texture_view: ^d3d11.IShaderResourceView
  246. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  247. tex := D3D11_Texture {
  248. tex = texture,
  249. view = texture_view,
  250. }
  251. return hm.add(&s.textures, tex)
  252. },
  253. destroy_texture = proc(th: Texture_Handle) {
  254. if t := hm.get(&s.textures, th); t != nil {
  255. t.tex->Release()
  256. t.view->Release()
  257. }
  258. hm.remove(&s.textures, th)
  259. },
  260. load_shader = proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader {
  261. vs_blob: ^d3d11.IBlob
  262. vs_blob_errors: ^d3d11.IBlob
  263. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  264. if vs_blob_errors != nil {
  265. log.error("Failed compiling shader:")
  266. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  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. constant_buffers: []Shader_Constant_Buffer
  273. d3d11_constant_buffers: []D3D11_Shader_Constant_Buffer
  274. constant_lookup: map[string]Shader_Constant_Location
  275. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  276. inputs: []Shader_Input
  277. {
  278. context.allocator = s.allocator
  279. d: d3d11.SHADER_DESC
  280. ch(ref->GetDesc(&d))
  281. inputs = make([]Shader_Input, d.InputParameters)
  282. for in_idx in 0..<d.InputParameters {
  283. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  284. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  285. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  286. continue
  287. }
  288. type: Shader_Input_Type
  289. if in_desc.SemanticIndex > 0 {
  290. log.errorf("Matrix shader input types not yet implemented")
  291. continue
  292. }
  293. switch in_desc.ComponentType {
  294. case .UNKNOWN: log.errorf("Unknown component type")
  295. case .UINT32: log.errorf("Not implemented")
  296. case .SINT32: log.errorf("Not implemented")
  297. case .FLOAT32:
  298. switch in_desc.Mask {
  299. case 0: log.errorf("Invalid input mask"); continue
  300. case 1: type = .F32
  301. case 3: type = .Vec2
  302. case 7: type = .Vec3
  303. case 15: type = .Vec4
  304. }
  305. }
  306. inputs[in_idx] = {
  307. name = strings.clone_from_cstring(in_desc.SemanticName),
  308. register = int(in_idx),
  309. type = type,
  310. }
  311. }
  312. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  313. d3d11_constant_buffers = make([]D3D11_Shader_Constant_Buffer, d.ConstantBuffers)
  314. for cb_idx in 0..<d.ConstantBuffers {
  315. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  316. if cb_info == nil {
  317. continue
  318. }
  319. cb_desc: d3d11.SHADER_BUFFER_DESC
  320. cb_info->GetDesc(&cb_desc)
  321. if cb_desc.Size == 0 {
  322. continue
  323. }
  324. b := &constant_buffers[cb_idx]
  325. d3d_b := &d3d11_constant_buffers[cb_idx]
  326. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  327. constant_buffer_desc := d3d11.BUFFER_DESC{
  328. ByteWidth = cb_desc.Size,
  329. Usage = .DYNAMIC,
  330. BindFlags = {.CONSTANT_BUFFER},
  331. CPUAccessFlags = {.WRITE},
  332. }
  333. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_b.gpu_data))
  334. for var_idx in 0..<cb_desc.Variables {
  335. var_info := cb_info->GetVariableByIndex(var_idx)
  336. if var_info == nil {
  337. continue
  338. }
  339. var_desc: d3d11.SHADER_VARIABLE_DESC
  340. var_info->GetDesc(&var_desc)
  341. if var_desc.Name != "" {
  342. loc := Shader_Constant_Location {
  343. buffer_idx = cb_idx,
  344. offset = var_desc.StartOffset,
  345. }
  346. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  347. switch var_desc.Name {
  348. case "mvp":
  349. constant_builtin_locations[.MVP] = loc
  350. }
  351. }
  352. // TODO add the size or type somewhere so we set it correctly
  353. /*log.info(var_desc)
  354. type_info := var_info->GetType()
  355. type_info_desc: d3d11.SHADER_TYPE_DESC
  356. type_info->GetDesc(&type_info_desc)
  357. log.info(type_info_desc)*/
  358. }
  359. }
  360. }
  361. default_input_offsets: [Shader_Default_Inputs]int
  362. for &d in default_input_offsets {
  363. d = -1
  364. }
  365. input_offset: int
  366. if len(layout_formats) > 0 {
  367. if len(layout_formats) != len(inputs) {
  368. log.error("Passed number of layout formats isn't same as number of shader inputs")
  369. } else {
  370. for &i, idx in inputs {
  371. i.format = layout_formats[idx]
  372. if i.name == "POS" && i.type == .Vec2 {
  373. default_input_offsets[.Position] = input_offset
  374. } else if i.name == "UV" && i.type == .Vec2 {
  375. default_input_offsets[.UV] = input_offset
  376. } else if i.name == "COL" && i.type == .Vec4 {
  377. default_input_offsets[.Color] = input_offset
  378. }
  379. input_offset += shader_input_format_size(i.format)
  380. }
  381. }
  382. } else {
  383. for &i in inputs {
  384. if i.name == "POS" && i.type == .Vec2 {
  385. i.format = .RG32_Float
  386. default_input_offsets[.Position] = input_offset
  387. } else if i.name == "UV" && i.type == .Vec2 {
  388. i.format = .RG32_Float
  389. default_input_offsets[.UV] = input_offset
  390. } else if i.name == "COL" && i.type == .Vec4 {
  391. i.format = .RGBA8_Norm
  392. default_input_offsets[.Color] = input_offset
  393. } else {
  394. switch i.type {
  395. case .F32: i.format = .R32_Float
  396. case .Vec2: i.format = .RG32_Float
  397. case .Vec3: i.format = .RGB32_Float
  398. case .Vec4: i.format = .RGBA32_Float
  399. }
  400. }
  401. input_offset += shader_input_format_size(i.format)
  402. }
  403. }
  404. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  405. for idx in 0..<len(inputs) {
  406. input := inputs[idx]
  407. input_layout_desc[idx] = {
  408. SemanticName = temp_cstring(input.name),
  409. Format = dxgi_format_from_shader_input_format(input.format),
  410. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  411. InputSlotClass = .VERTEX_DATA,
  412. }
  413. }
  414. input_layout: ^d3d11.IInputLayout
  415. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  416. ps_blob: ^d3d11.IBlob
  417. ps_blob_errors: ^d3d11.IBlob
  418. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  419. if ps_blob_errors != nil {
  420. log.error("Failed compiling shader:")
  421. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  422. }
  423. pixel_shader: ^d3d11.IPixelShader
  424. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  425. shd := D3D11_Shader {
  426. vertex_shader = vertex_shader,
  427. pixel_shader = pixel_shader,
  428. input_layout = input_layout,
  429. constant_buffers = d3d11_constant_buffers,
  430. }
  431. h := hm.add(&s.shaders, shd)
  432. return {
  433. handle = h,
  434. constant_buffers = constant_buffers,
  435. constant_lookup = constant_lookup,
  436. constant_builtin_locations = constant_builtin_locations,
  437. inputs = inputs,
  438. input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
  439. default_input_offsets = default_input_offsets,
  440. vertex_size = input_offset,
  441. }
  442. },
  443. destroy_shader = proc(shd: Shader) {
  444. if d3d_shd := hm.get(&s.shaders, shd.handle); d3d_shd != nil {
  445. d3d_shd.input_layout->Release()
  446. d3d_shd.vertex_shader->Release()
  447. d3d_shd.pixel_shader->Release()
  448. for c in d3d_shd.constant_buffers {
  449. if c.gpu_data != nil {
  450. c.gpu_data->Release()
  451. }
  452. }
  453. delete(d3d_shd.constant_buffers)
  454. }
  455. hm.remove(&s.shaders, shd.handle)
  456. for c in shd.constant_buffers {
  457. delete(c.cpu_data)
  458. }
  459. delete(shd.constant_buffers)
  460. for k,_ in shd.constant_lookup {
  461. delete(k)
  462. }
  463. delete(shd.constant_lookup)
  464. for i in shd.inputs {
  465. delete(i.name)
  466. }
  467. delete(shd.inputs)
  468. delete(shd.input_overrides)
  469. },
  470. // end d3d11 backend interface
  471. }
  472. s: ^D3D11_State
  473. D3D11_Shader_Constant_Buffer :: struct {
  474. gpu_data: ^d3d11.IBuffer,
  475. }
  476. D3D11_Shader :: struct {
  477. handle: Shader_Handle,
  478. vertex_shader: ^d3d11.IVertexShader,
  479. pixel_shader: ^d3d11.IPixelShader,
  480. input_layout: ^d3d11.IInputLayout,
  481. constant_buffers: []D3D11_Shader_Constant_Buffer,
  482. }
  483. D3D11_State :: struct {
  484. allocator: runtime.Allocator,
  485. width: int,
  486. height: int,
  487. swapchain: ^dxgi.ISwapChain1,
  488. framebuffer_view: ^d3d11.IRenderTargetView,
  489. depth_buffer_view: ^d3d11.IDepthStencilView,
  490. device_context: ^d3d11.IDeviceContext,
  491. depth_stencil_state: ^d3d11.IDepthStencilState,
  492. rasterizer_state: ^d3d11.IRasterizerState,
  493. device: ^d3d11.IDevice,
  494. depth_buffer: ^d3d11.ITexture2D,
  495. framebuffer: ^d3d11.ITexture2D,
  496. blend_state: ^d3d11.IBlendState,
  497. sampler_state: ^d3d11.ISamplerState,
  498. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  499. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  500. info_queue: ^d3d11.IInfoQueue,
  501. vertex_buffer_gpu: ^d3d11.IBuffer,
  502. vertex_buffer_offset: int,
  503. }
  504. Color_F32 :: [4]f32
  505. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  506. return {
  507. f32(color.r) / 255,
  508. f32(color.g) / 255,
  509. f32(color.b) / 255,
  510. f32(color.a) / 255,
  511. }
  512. }
  513. D3D11_Texture :: struct {
  514. handle: Texture_Handle,
  515. tex: ^d3d11.ITexture2D,
  516. view: ^d3d11.IShaderResourceView,
  517. }
  518. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  519. switch f {
  520. case .Unknown: return .UNKNOWN
  521. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  522. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  523. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  524. case .RGB32_Float: return .R32G32B32_FLOAT
  525. case .RG32_Float: return .R32G32_FLOAT
  526. case .R32_Float: return .R32_FLOAT
  527. }
  528. log.error("Unknown format")
  529. return .UNKNOWN
  530. }
  531. // CHeck win errors and print message log if there is any error
  532. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  533. if hr >= 0 {
  534. return hr
  535. }
  536. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  537. log_messages(loc)
  538. return hr
  539. }
  540. log_messages :: proc(loc := #caller_location) {
  541. iq := s.info_queue
  542. if iq == nil {
  543. return
  544. }
  545. n := iq->GetNumStoredMessages()
  546. longest_msg: d3d11.SIZE_T
  547. for i in 0..=n {
  548. msglen: d3d11.SIZE_T
  549. iq->GetMessage(i, nil, &msglen)
  550. if msglen > longest_msg {
  551. longest_msg = msglen
  552. }
  553. }
  554. if longest_msg > 0 {
  555. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  556. for i in 0..=n {
  557. msglen: d3d11.SIZE_T
  558. iq->GetMessage(i, nil, &msglen)
  559. if msglen > 0 {
  560. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  561. iq->GetMessage(i, msg, &msglen)
  562. log.error(msg.pDescription, location = loc)
  563. }
  564. }
  565. }
  566. iq->ClearStoredMessages()
  567. }