render_backend_d3d11.odin 23 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_INTERFACE_D3D11 :: Render_Backend_Interface {
  6. state_size = d3d11_state_size,
  7. init = d3d11_init,
  8. shutdown = d3d11_shutdown,
  9. clear = d3d11_clear,
  10. present = d3d11_present,
  11. draw = d3d11_draw,
  12. resize_swapchain = d3d11_resize_swapchain,
  13. get_swapchain_width = d3d11_get_swapchain_width,
  14. get_swapchain_height = d3d11_get_swapchain_height,
  15. flip_z = d3d11_flip_z,
  16. set_internal_state = d3d11_set_internal_state,
  17. create_texture = d3d11_create_texture,
  18. load_texture = d3d11_load_texture,
  19. update_texture = d3d11_update_texture,
  20. destroy_texture = d3d11_destroy_texture,
  21. load_shader = d3d11_load_shader,
  22. destroy_shader = d3d11_destroy_shader,
  23. default_shader_vertex_source = d3d11_default_shader_vertex_source,
  24. default_shader_fragment_source = d3d11_default_shader_fragment_source,
  25. }
  26. import d3d11 "vendor:directx/d3d11"
  27. import dxgi "vendor:directx/dxgi"
  28. import "vendor:directx/d3d_compiler"
  29. import "core:strings"
  30. import "core:log"
  31. import "core:slice"
  32. import "core:mem"
  33. import hm "handle_map"
  34. import "base:runtime"
  35. d3d11_state_size :: proc() -> int {
  36. return size_of(D3D11_State)
  37. }
  38. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  39. s = (^D3D11_State)(state)
  40. s.allocator = allocator
  41. s.window_handle = dxgi.HWND(window_handle)
  42. s.width = swapchain_width
  43. s.height = swapchain_height
  44. feature_levels := [?]d3d11.FEATURE_LEVEL{
  45. ._11_1,
  46. ._11_0,
  47. }
  48. base_device: ^d3d11.IDevice
  49. base_device_context: ^d3d11.IDeviceContext
  50. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  51. .BGRA_SUPPORT,
  52. }
  53. when ODIN_DEBUG {
  54. device_flags := base_device_flags + { .DEBUG }
  55. device_err := ch(d3d11.CreateDevice(
  56. nil,
  57. .HARDWARE,
  58. nil,
  59. device_flags,
  60. &feature_levels[0], len(feature_levels),
  61. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  62. if u32(device_err) == 0x887a002d {
  63. 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).")
  64. ch(d3d11.CreateDevice(
  65. nil,
  66. .HARDWARE,
  67. nil,
  68. base_device_flags,
  69. &feature_levels[0], len(feature_levels),
  70. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  71. } else {
  72. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  73. }
  74. } else {
  75. ch(d3d11.CreateDevice(
  76. nil,
  77. .HARDWARE,
  78. nil,
  79. base_device_flags,
  80. &feature_levels[0], len(feature_levels),
  81. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  82. }
  83. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  84. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  85. dxgi_device: ^dxgi.IDevice
  86. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  87. base_device->Release()
  88. base_device_context->Release()
  89. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  90. create_swapchain(swapchain_width, swapchain_height)
  91. rasterizer_desc := d3d11.RASTERIZER_DESC{
  92. FillMode = .SOLID,
  93. CullMode = .BACK,
  94. ScissorEnable = true,
  95. }
  96. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  97. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  98. DepthEnable = true,
  99. DepthWriteMask = .ALL,
  100. DepthFunc = .LESS,
  101. }
  102. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  103. vertex_buffer_desc := d3d11.BUFFER_DESC{
  104. ByteWidth = VERTEX_BUFFER_MAX,
  105. Usage = .DYNAMIC,
  106. BindFlags = {.VERTEX_BUFFER},
  107. CPUAccessFlags = {.WRITE},
  108. }
  109. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  110. blend_desc := d3d11.BLEND_DESC {
  111. RenderTarget = {
  112. 0 = {
  113. BlendEnable = true,
  114. SrcBlend = .SRC_ALPHA,
  115. DestBlend = .INV_SRC_ALPHA,
  116. BlendOp = .ADD,
  117. SrcBlendAlpha = .ONE,
  118. DestBlendAlpha = .ZERO,
  119. BlendOpAlpha = .ADD,
  120. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  121. },
  122. },
  123. }
  124. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  125. }
  126. d3d11_shutdown :: proc() {
  127. s.sampler_state->Release()
  128. s.framebuffer_view->Release()
  129. s.depth_buffer_view->Release()
  130. s.depth_buffer->Release()
  131. s.framebuffer->Release()
  132. s.device_context->Release()
  133. s.vertex_buffer_gpu->Release()
  134. s.depth_stencil_state->Release()
  135. s.rasterizer_state->Release()
  136. s.swapchain->Release()
  137. s.blend_state->Release()
  138. s.dxgi_adapter->Release()
  139. when ODIN_DEBUG {
  140. debug: ^d3d11.IDebug
  141. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  142. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  143. log_messages()
  144. }
  145. debug->Release()
  146. }
  147. s.device->Release()
  148. s.info_queue->Release()
  149. }
  150. d3d11_clear :: proc(color: Color) {
  151. c := f32_color_from_color(color)
  152. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  153. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  154. }
  155. d3d11_present :: proc() {
  156. ch(s.swapchain->Present(1, {}))
  157. }
  158. d3d11_draw :: proc(shd: Shader, bound_textures: []Texture_Handle, scissor: Maybe(Rect), vertex_buffer: []u8) {
  159. if len(vertex_buffer) == 0 {
  160. return
  161. }
  162. d3d_shd := hm.get(&s.shaders, shd.handle)
  163. if d3d_shd == nil {
  164. return
  165. }
  166. dc := s.device_context
  167. vb_data: d3d11.MAPPED_SUBRESOURCE
  168. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  169. {
  170. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  171. copy(
  172. gpu_map,
  173. vertex_buffer,
  174. )
  175. }
  176. dc->Unmap(s.vertex_buffer_gpu, 0)
  177. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  178. dc->IASetInputLayout(d3d_shd.input_layout)
  179. vertex_buffer_offset: u32
  180. vertex_buffer_stride := u32(shd.vertex_size)
  181. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  182. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  183. assert(len(shd.constants) == len(d3d_shd.constants))
  184. maps := make([]rawptr, len(d3d_shd.constant_buffers), frame_allocator)
  185. cpu_data := shd.constants_data
  186. for cidx in 0..<len(shd.constants) {
  187. cpu_loc := shd.constants[cidx]
  188. gpu_loc := d3d_shd.constants[cidx]//cpu_loc.gpu_constant_idx]
  189. gpu_buffer_info := d3d_shd.constant_buffers[gpu_loc.buffer_idx]
  190. gpu_data := gpu_buffer_info.gpu_data
  191. if gpu_data == nil {
  192. continue
  193. }
  194. if maps[gpu_loc.buffer_idx] == nil {
  195. // We do this little dance with the 'maps' array so we only have to map the memory once.
  196. // There can be multiple constants within a single constant buffer. So mapping and
  197. // unmapping for each one is slow.
  198. map_data: d3d11.MAPPED_SUBRESOURCE
  199. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &map_data))
  200. maps[gpu_loc.buffer_idx] = map_data.pData
  201. }
  202. data_slice := slice.bytes_from_ptr(maps[gpu_loc.buffer_idx], gpu_buffer_info.size)
  203. dst := data_slice[gpu_loc.offset:gpu_loc.offset+u32(cpu_loc.size)]
  204. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  205. copy(dst, src)
  206. }
  207. for &cb, cb_idx in d3d_shd.constant_buffers {
  208. if .Vertex in cb.bound_shaders {
  209. dc->VSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  210. }
  211. if .Pixel in cb.bound_shaders {
  212. dc->PSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  213. }
  214. if maps[cb_idx] != nil {
  215. dc->Unmap(cb.gpu_data, 0)
  216. maps[cb_idx] = nil
  217. }
  218. }
  219. viewport := d3d11.VIEWPORT{
  220. 0, 0,
  221. f32(s.width), f32(s.height),
  222. 0, 1,
  223. }
  224. dc->RSSetViewports(1, &viewport)
  225. dc->RSSetState(s.rasterizer_state)
  226. scissor_rect := d3d11.RECT {
  227. right = i32(s.width),
  228. bottom = i32(s.height),
  229. }
  230. if sciss, sciss_ok := scissor.?; sciss_ok {
  231. scissor_rect = d3d11.RECT {
  232. left = i32(sciss.x),
  233. top = i32(sciss.y),
  234. right = i32(sciss.x + sciss.w),
  235. bottom = i32(sciss.y + sciss.h),
  236. }
  237. }
  238. dc->RSSetScissorRects(1, &scissor_rect)
  239. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  240. if len(bound_textures) == len(d3d_shd.texture_bindings) {
  241. for t, t_idx in bound_textures {
  242. d3d_t := d3d_shd.texture_bindings[t_idx]
  243. if t := hm.get(&s.textures, t); t != nil {
  244. dc->PSSetShaderResources(d3d_t.bind_point, 1, &t.view)
  245. }
  246. }
  247. }
  248. for &s in d3d_shd.samplers {
  249. dc->PSSetSamplers(s.bind_point, 1, &s.sampler)
  250. }
  251. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  252. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  253. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  254. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  255. log_messages()
  256. }
  257. d3d11_resize_swapchain :: proc(w, h: int) {
  258. s.depth_buffer->Release()
  259. s.depth_buffer_view->Release()
  260. s.framebuffer->Release()
  261. s.framebuffer_view->Release()
  262. s.swapchain->Release()
  263. s.width = w
  264. s.height = h
  265. create_swapchain(w, h)
  266. }
  267. d3d11_get_swapchain_width :: proc() -> int {
  268. return s.width
  269. }
  270. d3d11_get_swapchain_height :: proc() -> int {
  271. return s.height
  272. }
  273. d3d11_flip_z :: proc() -> bool {
  274. return true
  275. }
  276. d3d11_set_internal_state :: proc(state: rawptr) {
  277. s = (^D3D11_State)(state)
  278. }
  279. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  280. texture_desc := d3d11.TEXTURE2D_DESC{
  281. Width = u32(width),
  282. Height = u32(height),
  283. MipLevels = 1,
  284. ArraySize = 1,
  285. // TODO: _SRGB or not?
  286. Format = dxgi_format_from_pixel_format(format),
  287. SampleDesc = {Count = 1},
  288. Usage = .DEFAULT,
  289. BindFlags = {.SHADER_RESOURCE},
  290. }
  291. texture: ^d3d11.ITexture2D
  292. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  293. texture_view: ^d3d11.IShaderResourceView
  294. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  295. tex := D3D11_Texture {
  296. tex = texture,
  297. format = format,
  298. view = texture_view,
  299. }
  300. return hm.add(&s.textures, tex)
  301. }
  302. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  303. texture_desc := d3d11.TEXTURE2D_DESC{
  304. Width = u32(width),
  305. Height = u32(height),
  306. MipLevels = 1,
  307. ArraySize = 1,
  308. // TODO: _SRGB or not?
  309. Format = dxgi_format_from_pixel_format(format),
  310. SampleDesc = {Count = 1},
  311. Usage = .DEFAULT,
  312. BindFlags = {.SHADER_RESOURCE},
  313. }
  314. texture_data := d3d11.SUBRESOURCE_DATA{
  315. pSysMem = raw_data(data),
  316. SysMemPitch = u32(width * pixel_format_size(format)),
  317. }
  318. texture: ^d3d11.ITexture2D
  319. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  320. texture_view: ^d3d11.IShaderResourceView
  321. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  322. tex := D3D11_Texture {
  323. tex = texture,
  324. format = format,
  325. view = texture_view,
  326. }
  327. return hm.add(&s.textures, tex)
  328. }
  329. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  330. tex := hm.get(&s.textures, th)
  331. if tex == nil {
  332. return false
  333. }
  334. box := d3d11.BOX {
  335. left = u32(rect.x),
  336. top = u32(rect.y),
  337. bottom = u32(rect.y + rect.h),
  338. right = u32(rect.x + rect.w),
  339. back = 1,
  340. front = 0,
  341. }
  342. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  343. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  344. return true
  345. }
  346. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  347. if t := hm.get(&s.textures, th); t != nil {
  348. t.tex->Release()
  349. t.view->Release()
  350. }
  351. hm.remove(&s.textures, th)
  352. }
  353. d3d11_load_shader :: proc(
  354. vs_source: string,
  355. ps_source: string,
  356. desc_allocator := frame_allocator,
  357. layout_formats: []Pixel_Format = {},
  358. ) -> (
  359. handle: Shader_Handle,
  360. desc: Shader_Desc,
  361. ) {
  362. vs_blob: ^d3d11.IBlob
  363. vs_blob_errors: ^d3d11.IBlob
  364. 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))
  365. if vs_blob_errors != nil {
  366. log.error("Failed compiling shader:")
  367. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  368. return
  369. }
  370. // VERTEX SHADER
  371. vertex_shader: ^d3d11.IVertexShader
  372. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  373. vs_ref: ^d3d11.IShaderReflection
  374. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&vs_ref)))
  375. vs_desc: d3d11.SHADER_DESC
  376. ch(vs_ref->GetDesc(&vs_desc))
  377. {
  378. desc.inputs = make([]Shader_Input, vs_desc.InputParameters, desc_allocator)
  379. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  380. for in_idx in 0..<vs_desc.InputParameters {
  381. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  382. if ch(vs_ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  383. log.errorf("Invalid shader input: %v", in_idx)
  384. continue
  385. }
  386. type: Shader_Input_Type
  387. if in_desc.SemanticIndex > 0 {
  388. log.errorf("Matrix shader input types not yet implemented")
  389. continue
  390. }
  391. switch in_desc.ComponentType {
  392. case .UNKNOWN: log.errorf("Unknown component type")
  393. case .UINT32: log.errorf("Not implemented")
  394. case .SINT32: log.errorf("Not implemented")
  395. case .FLOAT32:
  396. switch in_desc.Mask {
  397. case 0: log.errorf("Invalid input mask"); continue
  398. case 1: type = .F32
  399. case 3: type = .Vec2
  400. case 7: type = .Vec3
  401. case 15: type = .Vec4
  402. }
  403. }
  404. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  405. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  406. desc.inputs[in_idx] = {
  407. name = name,
  408. register = int(in_idx),
  409. format = format,
  410. type = type,
  411. }
  412. }
  413. }
  414. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  415. d3d_constants := make([dynamic]D3D11_Shader_Constant, s.allocator)
  416. d3d_samplers := make([dynamic]D3D11_Sampler, s.allocator)
  417. d3d_constant_buffers := make([dynamic]D3D11_Shader_Constant_Buffer, s.allocator)
  418. d3d_texture_bindings := make([dynamic]D3D11_Texture_Binding, s.allocator)
  419. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  420. reflect_shader_constants(
  421. vs_desc,
  422. vs_ref,
  423. &constant_descs,
  424. &d3d_constants,
  425. &d3d_constant_buffers,
  426. &d3d_samplers,
  427. &d3d_texture_bindings,
  428. &texture_bindpoint_descs,
  429. desc_allocator,
  430. .Vertex,
  431. )
  432. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  433. for idx in 0..<len(desc.inputs) {
  434. input := desc.inputs[idx]
  435. input_layout_desc[idx] = {
  436. SemanticName = frame_cstring(input.name),
  437. Format = dxgi_format_from_pixel_format(input.format),
  438. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  439. InputSlotClass = .VERTEX_DATA,
  440. }
  441. }
  442. input_layout: ^d3d11.IInputLayout
  443. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  444. // PIXEL SHADER
  445. ps_blob: ^d3d11.IBlob
  446. ps_blob_errors: ^d3d11.IBlob
  447. 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))
  448. if ps_blob_errors != nil {
  449. log.error("Failed compiling shader:")
  450. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  451. return
  452. }
  453. pixel_shader: ^d3d11.IPixelShader
  454. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  455. ps_ref: ^d3d11.IShaderReflection
  456. ch(d3d_compiler.Reflect(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ps_ref)))
  457. ps_desc: d3d11.SHADER_DESC
  458. ch(ps_ref->GetDesc(&ps_desc))
  459. reflect_shader_constants(
  460. ps_desc,
  461. ps_ref,
  462. &constant_descs,
  463. &d3d_constants,
  464. &d3d_constant_buffers,
  465. &d3d_samplers,
  466. &d3d_texture_bindings,
  467. &texture_bindpoint_descs,
  468. desc_allocator,
  469. .Pixel,
  470. )
  471. // ----
  472. desc.constants = constant_descs[:]
  473. desc.texture_bindpoints = texture_bindpoint_descs[:]
  474. d3d_shd := D3D11_Shader {
  475. constants = d3d_constants[:],
  476. constant_buffers = d3d_constant_buffers[:],
  477. samplers = d3d_samplers[:],
  478. vertex_shader = vertex_shader,
  479. pixel_shader = pixel_shader,
  480. input_layout = input_layout,
  481. texture_bindings = d3d_texture_bindings[:],
  482. }
  483. h := hm.add(&s.shaders, d3d_shd)
  484. return h, desc
  485. }
  486. D3D11_Shader_Type :: enum {
  487. Vertex,
  488. Pixel,
  489. }
  490. reflect_shader_constants :: proc(
  491. d3d_desc: d3d11.SHADER_DESC,
  492. ref: ^d3d11.IShaderReflection,
  493. constant_descs: ^[dynamic]Shader_Constant_Desc,
  494. d3d_constants: ^[dynamic]D3D11_Shader_Constant,
  495. d3d_constant_buffers: ^[dynamic]D3D11_Shader_Constant_Buffer,
  496. samplers: ^[dynamic]D3D11_Sampler,
  497. d3d_texture_bindings: ^[dynamic]D3D11_Texture_Binding,
  498. texture_bindpoint_descs: ^[dynamic]Shader_Texture_Bindpoint_Desc,
  499. desc_allocator: runtime.Allocator,
  500. shader_type: D3D11_Shader_Type,
  501. ) {
  502. for br_idx in 0..<d3d_desc.BoundResources {
  503. bind_desc: d3d11.SHADER_INPUT_BIND_DESC
  504. ref->GetResourceBindingDesc(br_idx, &bind_desc)
  505. #partial switch bind_desc.Type {
  506. case .SAMPLER:
  507. smp_obj := D3D11_Sampler {
  508. bind_point = bind_desc.BindPoint,
  509. }
  510. sampler_desc := d3d11.SAMPLER_DESC{
  511. Filter = .MIN_MAG_MIP_POINT,
  512. AddressU = .WRAP,
  513. AddressV = .WRAP,
  514. AddressW = .WRAP,
  515. ComparisonFunc = .NEVER,
  516. }
  517. s.device->CreateSamplerState(&sampler_desc, &smp_obj.sampler)
  518. smp_obj.sampler->AddRef()
  519. append(samplers, smp_obj)
  520. case .TEXTURE:
  521. append(d3d_texture_bindings, D3D11_Texture_Binding {
  522. bind_point = bind_desc.BindPoint,
  523. })
  524. append(texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  525. name = strings.clone_from_cstring(bind_desc.Name, desc_allocator),
  526. })
  527. case .CBUFFER:
  528. cb_info := ref->GetConstantBufferByName(bind_desc.Name)
  529. if cb_info == nil {
  530. continue
  531. }
  532. cb_desc: d3d11.SHADER_BUFFER_DESC
  533. cb_info->GetDesc(&cb_desc)
  534. if cb_desc.Size == 0 {
  535. continue
  536. }
  537. constant_buffer_desc := d3d11.BUFFER_DESC{
  538. ByteWidth = cb_desc.Size,
  539. Usage = .DYNAMIC,
  540. BindFlags = {.CONSTANT_BUFFER},
  541. CPUAccessFlags = {.WRITE},
  542. }
  543. buffer_idx := -1
  544. for &existing, existing_idx in d3d_constant_buffers {
  545. if existing.bind_point == bind_desc.BindPoint {
  546. existing.bound_shaders += {shader_type}
  547. buffer_idx = existing_idx
  548. break
  549. }
  550. }
  551. if buffer_idx == -1 {
  552. buffer_idx = len(d3d_constant_buffers)
  553. buf := D3D11_Shader_Constant_Buffer {
  554. bound_shaders = {shader_type},
  555. }
  556. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &buf.gpu_data))
  557. buf.size = int(cb_desc.Size)
  558. buf.bind_point = bind_desc.BindPoint
  559. append(d3d_constant_buffers, buf)
  560. }
  561. for var_idx in 0..<cb_desc.Variables {
  562. var_info := cb_info->GetVariableByIndex(var_idx)
  563. if var_info == nil {
  564. continue
  565. }
  566. var_desc: d3d11.SHADER_VARIABLE_DESC
  567. var_info->GetDesc(&var_desc)
  568. if var_desc.Name != "" {
  569. append(constant_descs, Shader_Constant_Desc {
  570. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  571. size = int(var_desc.Size),
  572. })
  573. append(d3d_constants, D3D11_Shader_Constant {
  574. buffer_idx = u32(buffer_idx),
  575. offset = var_desc.StartOffset,
  576. })
  577. }
  578. }
  579. case:
  580. log.errorf("Type is %v", bind_desc.Type)
  581. }
  582. }
  583. }
  584. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  585. shd := hm.get(&s.shaders, h)
  586. if shd == nil {
  587. log.errorf("Invalid shader: %v", h)
  588. return
  589. }
  590. shd.input_layout->Release()
  591. shd.vertex_shader->Release()
  592. shd.pixel_shader->Release()
  593. for c in shd.constant_buffers {
  594. if c.gpu_data != nil {
  595. c.gpu_data->Release()
  596. }
  597. }
  598. for s in shd.samplers {
  599. s.sampler->Release()
  600. }
  601. delete(shd.constant_buffers, s.allocator)
  602. hm.remove(&s.shaders, h)
  603. }
  604. // API END
  605. s: ^D3D11_State
  606. D3D11_Shader_Constant_Buffer :: struct {
  607. gpu_data: ^d3d11.IBuffer,
  608. size: int,
  609. bound_shaders: bit_set[D3D11_Shader_Type],
  610. bind_point: u32,
  611. }
  612. D3D11_Texture_Binding :: struct {
  613. bind_point: u32,
  614. }
  615. D3D11_Shader_Constant :: struct {
  616. buffer_idx: u32,
  617. offset: u32,
  618. }
  619. D3D11_Sampler :: struct {
  620. bind_point: u32,
  621. sampler: ^d3d11.ISamplerState,
  622. }
  623. D3D11_Shader :: struct {
  624. handle: Shader_Handle,
  625. vertex_shader: ^d3d11.IVertexShader,
  626. pixel_shader: ^d3d11.IPixelShader,
  627. input_layout: ^d3d11.IInputLayout,
  628. constant_buffers: []D3D11_Shader_Constant_Buffer,
  629. constants: []D3D11_Shader_Constant,
  630. samplers: []D3D11_Sampler,
  631. texture_bindings: []D3D11_Texture_Binding,
  632. }
  633. D3D11_State :: struct {
  634. allocator: runtime.Allocator,
  635. window_handle: dxgi.HWND,
  636. width: int,
  637. height: int,
  638. dxgi_adapter: ^dxgi.IAdapter,
  639. swapchain: ^dxgi.ISwapChain1,
  640. framebuffer_view: ^d3d11.IRenderTargetView,
  641. depth_buffer_view: ^d3d11.IDepthStencilView,
  642. device_context: ^d3d11.IDeviceContext,
  643. depth_stencil_state: ^d3d11.IDepthStencilState,
  644. rasterizer_state: ^d3d11.IRasterizerState,
  645. device: ^d3d11.IDevice,
  646. depth_buffer: ^d3d11.ITexture2D,
  647. framebuffer: ^d3d11.ITexture2D,
  648. blend_state: ^d3d11.IBlendState,
  649. sampler_state: ^d3d11.ISamplerState,
  650. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  651. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  652. info_queue: ^d3d11.IInfoQueue,
  653. vertex_buffer_gpu: ^d3d11.IBuffer,
  654. all_samplers: map[^d3d11.ISamplerState]struct{},
  655. }
  656. create_swapchain :: proc(w, h: int) {
  657. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  658. Width = u32(w),
  659. Height = u32(h),
  660. Format = .B8G8R8A8_UNORM,
  661. SampleDesc = {
  662. Count = 1,
  663. },
  664. BufferUsage = {.RENDER_TARGET_OUTPUT},
  665. BufferCount = 2,
  666. Scaling = .STRETCH,
  667. SwapEffect = .DISCARD,
  668. }
  669. dxgi_factory: ^dxgi.IFactory2
  670. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  671. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  672. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  673. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  674. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  675. s.framebuffer->GetDesc(&depth_buffer_desc)
  676. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  677. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  678. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  679. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  680. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  681. }
  682. D3D11_Texture :: struct {
  683. handle: Texture_Handle,
  684. tex: ^d3d11.ITexture2D,
  685. view: ^d3d11.IShaderResourceView,
  686. format: Pixel_Format,
  687. }
  688. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  689. switch f {
  690. case .Unknown: return .UNKNOWN
  691. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  692. case .RGB_32_Float: return .R32G32B32_FLOAT
  693. case .RG_32_Float: return .R32G32_FLOAT
  694. case .R_32_Float: return .R32_FLOAT
  695. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  696. case .RG_8_Norm: return .R8G8_UNORM
  697. case .R_8_Norm: return .R8_UNORM
  698. case .R_8_UInt: return .R8_UINT
  699. }
  700. log.error("Unknown format")
  701. return .UNKNOWN
  702. }
  703. // CHeck win errors and print message log if there is any error
  704. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  705. if hr >= 0 {
  706. return hr
  707. }
  708. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  709. log_messages(loc)
  710. return hr
  711. }
  712. log_messages :: proc(loc := #caller_location) {
  713. iq := s.info_queue
  714. if iq == nil {
  715. return
  716. }
  717. n := iq->GetNumStoredMessages()
  718. longest_msg: d3d11.SIZE_T
  719. for i in 0..=n {
  720. msglen: d3d11.SIZE_T
  721. iq->GetMessage(i, nil, &msglen)
  722. if msglen > longest_msg {
  723. longest_msg = msglen
  724. }
  725. }
  726. if longest_msg > 0 {
  727. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  728. for i in 0..=n {
  729. msglen: d3d11.SIZE_T
  730. iq->GetMessage(i, nil, &msglen)
  731. if msglen > 0 {
  732. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  733. iq->GetMessage(i, msg, &msglen)
  734. log.error(msg.pDescription, location = loc)
  735. }
  736. }
  737. }
  738. iq->ClearStoredMessages()
  739. }
  740. DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
  741. d3d11_default_shader_vertex_source :: proc() -> string {
  742. return string(DEFAULT_SHADER_SOURCE)
  743. }
  744. d3d11_default_shader_fragment_source :: proc() -> string {
  745. return string(DEFAULT_SHADER_SOURCE)
  746. }