render_backend_d3d11.odin 18 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. set_internal_state = d3d11_set_internal_state,
  16. load_texture = d3d11_load_texture,
  17. destroy_texture = d3d11_destroy_texture,
  18. load_shader = d3d11_load_shader,
  19. destroy_shader = d3d11_destroy_shader,
  20. }
  21. import d3d11 "vendor:directx/d3d11"
  22. import dxgi "vendor:directx/dxgi"
  23. import "vendor:directx/d3d_compiler"
  24. import "core:strings"
  25. import "core:log"
  26. import "core:slice"
  27. import "core:mem"
  28. import hm "handle_map"
  29. import "base:runtime"
  30. d3d11_state_size :: proc() -> int {
  31. return size_of(D3D11_State)
  32. }
  33. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  34. s = (^D3D11_State)(state)
  35. s.allocator = allocator
  36. s.window_handle = dxgi.HWND(window_handle)
  37. s.width = swapchain_width
  38. s.height = swapchain_height
  39. feature_levels := [?]d3d11.FEATURE_LEVEL{
  40. ._11_1,
  41. ._11_0,
  42. }
  43. base_device: ^d3d11.IDevice
  44. base_device_context: ^d3d11.IDeviceContext
  45. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  46. .BGRA_SUPPORT,
  47. }
  48. when ODIN_DEBUG {
  49. device_flags := base_device_flags + { .DEBUG }
  50. device_err := ch(d3d11.CreateDevice(
  51. nil,
  52. .HARDWARE,
  53. nil,
  54. device_flags,
  55. &feature_levels[0], len(feature_levels),
  56. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  57. if u32(device_err) == 0x887a002d {
  58. 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).")
  59. ch(d3d11.CreateDevice(
  60. nil,
  61. .HARDWARE,
  62. nil,
  63. base_device_flags,
  64. &feature_levels[0], len(feature_levels),
  65. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  66. } else {
  67. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  68. }
  69. } else {
  70. ch(d3d11.CreateDevice(
  71. nil,
  72. .HARDWARE,
  73. nil,
  74. base_device_flags,
  75. &feature_levels[0], len(feature_levels),
  76. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  77. }
  78. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  79. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  80. dxgi_device: ^dxgi.IDevice
  81. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  82. base_device->Release()
  83. base_device_context->Release()
  84. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  85. create_swapchain(swapchain_width, swapchain_height)
  86. rasterizer_desc := d3d11.RASTERIZER_DESC{
  87. FillMode = .SOLID,
  88. CullMode = .BACK,
  89. ScissorEnable = true,
  90. }
  91. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  92. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  93. DepthEnable = false,
  94. DepthWriteMask = .ALL,
  95. DepthFunc = .LESS,
  96. }
  97. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  98. vertex_buffer_desc := d3d11.BUFFER_DESC{
  99. ByteWidth = VERTEX_BUFFER_MAX,
  100. Usage = .DYNAMIC,
  101. BindFlags = {.VERTEX_BUFFER},
  102. CPUAccessFlags = {.WRITE},
  103. }
  104. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  105. blend_desc := d3d11.BLEND_DESC {
  106. RenderTarget = {
  107. 0 = {
  108. BlendEnable = true,
  109. SrcBlend = .SRC_ALPHA,
  110. DestBlend = .INV_SRC_ALPHA,
  111. BlendOp = .ADD,
  112. SrcBlendAlpha = .ONE,
  113. DestBlendAlpha = .ZERO,
  114. BlendOpAlpha = .ADD,
  115. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  116. },
  117. },
  118. }
  119. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  120. sampler_desc := d3d11.SAMPLER_DESC{
  121. Filter = .MIN_MAG_MIP_POINT,
  122. AddressU = .WRAP,
  123. AddressV = .WRAP,
  124. AddressW = .WRAP,
  125. ComparisonFunc = .NEVER,
  126. }
  127. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  128. }
  129. d3d11_shutdown :: proc() {
  130. s.sampler_state->Release()
  131. s.framebuffer_view->Release()
  132. s.depth_buffer_view->Release()
  133. s.depth_buffer->Release()
  134. s.framebuffer->Release()
  135. s.device_context->Release()
  136. s.vertex_buffer_gpu->Release()
  137. s.depth_stencil_state->Release()
  138. s.rasterizer_state->Release()
  139. s.swapchain->Release()
  140. s.blend_state->Release()
  141. s.dxgi_adapter->Release()
  142. when ODIN_DEBUG {
  143. debug: ^d3d11.IDebug
  144. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  145. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  146. log_messages()
  147. }
  148. debug->Release()
  149. }
  150. s.device->Release()
  151. s.info_queue->Release()
  152. }
  153. d3d11_clear :: proc(color: Color) {
  154. c := f32_color_from_color(color)
  155. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  156. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  157. }
  158. d3d11_present :: proc() {
  159. ch(s.swapchain->Present(1, {}))
  160. }
  161. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  162. if len(vertex_buffer) == 0 {
  163. return
  164. }
  165. d3d_shd := hm.get(&s.shaders, shd.handle)
  166. if d3d_shd == nil {
  167. return
  168. }
  169. viewport := d3d11.VIEWPORT{
  170. 0, 0,
  171. f32(s.width), f32(s.height),
  172. 0, 1,
  173. }
  174. dc := s.device_context
  175. vb_data: d3d11.MAPPED_SUBRESOURCE
  176. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  177. {
  178. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  179. copy(
  180. gpu_map,
  181. vertex_buffer,
  182. )
  183. }
  184. dc->Unmap(s.vertex_buffer_gpu, 0)
  185. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  186. dc->IASetInputLayout(d3d_shd.input_layout)
  187. vertex_buffer_offset: u32
  188. vertex_buffer_stride := u32(shd.vertex_size)
  189. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  190. for mloc, builtin in shd.constant_builtin_locations {
  191. loc, loc_ok := mloc.?
  192. if !loc_ok {
  193. continue
  194. }
  195. switch builtin {
  196. case .MVP:
  197. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  198. dst^ = view_proj
  199. }
  200. }
  201. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  202. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  203. for cb_idx in 0..<len(shd.constant_buffers) {
  204. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  205. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  206. if gpu_data == nil {
  207. continue
  208. }
  209. cb_data: d3d11.MAPPED_SUBRESOURCE
  210. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  211. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  212. dc->Unmap(gpu_data, 0)
  213. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  214. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  215. }
  216. dc->RSSetViewports(1, &viewport)
  217. dc->RSSetState(s.rasterizer_state)
  218. scissor_rect := d3d11.RECT {
  219. right = i32(s.width),
  220. bottom = i32(s.height),
  221. }
  222. if sciss, sciss_ok := scissor.?; sciss_ok {
  223. scissor_rect = d3d11.RECT {
  224. left = i32(sciss.x),
  225. top = i32(sciss.y),
  226. right = i32(sciss.x + sciss.w),
  227. bottom = i32(sciss.y + sciss.h),
  228. }
  229. }
  230. dc->RSSetScissorRects(1, &scissor_rect)
  231. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  232. if t := hm.get(&s.textures, texture); t != nil {
  233. dc->PSSetShaderResources(0, 1, &t.view)
  234. }
  235. dc->PSSetSamplers(0, 1, &s.sampler_state)
  236. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  237. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  238. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  239. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  240. log_messages()
  241. }
  242. d3d11_resize_swapchain :: proc(w, h: int) {
  243. s.depth_buffer->Release()
  244. s.depth_buffer_view->Release()
  245. s.framebuffer->Release()
  246. s.framebuffer_view->Release()
  247. s.swapchain->Release()
  248. s.width = w
  249. s.height = h
  250. create_swapchain(w, h)
  251. }
  252. d3d11_get_swapchain_width :: proc() -> int {
  253. return s.width
  254. }
  255. d3d11_get_swapchain_height :: proc() -> int {
  256. return s.height
  257. }
  258. d3d11_set_internal_state :: proc(state: rawptr) {
  259. s = (^D3D11_State)(state)
  260. }
  261. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  262. texture_desc := d3d11.TEXTURE2D_DESC{
  263. Width = u32(width),
  264. Height = u32(height),
  265. MipLevels = 1,
  266. ArraySize = 1,
  267. // TODO: _SRGB or not?
  268. Format = dxgi_format_from_pixel_format(format),
  269. SampleDesc = {Count = 1},
  270. Usage = .IMMUTABLE,
  271. BindFlags = {.SHADER_RESOURCE},
  272. }
  273. texture_data := d3d11.SUBRESOURCE_DATA{
  274. pSysMem = raw_data(data),
  275. SysMemPitch = u32(width * 4),
  276. }
  277. texture: ^d3d11.ITexture2D
  278. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  279. texture_view: ^d3d11.IShaderResourceView
  280. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  281. tex := D3D11_Texture {
  282. tex = texture,
  283. view = texture_view,
  284. }
  285. return hm.add(&s.textures, tex)
  286. }
  287. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  288. if t := hm.get(&s.textures, th); t != nil {
  289. t.tex->Release()
  290. t.view->Release()
  291. }
  292. hm.remove(&s.textures, th)
  293. }
  294. d3d11_load_shader :: proc(shader_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  295. vs_blob: ^d3d11.IBlob
  296. vs_blob_errors: ^d3d11.IBlob
  297. 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))
  298. if vs_blob_errors != nil {
  299. log.error("Failed compiling shader:")
  300. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  301. return
  302. }
  303. vertex_shader: ^d3d11.IVertexShader
  304. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  305. ref: ^d3d11.IShaderReflection
  306. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  307. d3d_shd: D3D11_Shader
  308. d3d_desc: d3d11.SHADER_DESC
  309. ch(ref->GetDesc(&d3d_desc))
  310. {
  311. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  312. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  313. for in_idx in 0..<d3d_desc.InputParameters {
  314. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  315. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  316. log.errorf("Invalid shader input: %v", in_idx)
  317. continue
  318. }
  319. type: Shader_Input_Type
  320. if in_desc.SemanticIndex > 0 {
  321. log.errorf("Matrix shader input types not yet implemented")
  322. continue
  323. }
  324. switch in_desc.ComponentType {
  325. case .UNKNOWN: log.errorf("Unknown component type")
  326. case .UINT32: log.errorf("Not implemented")
  327. case .SINT32: log.errorf("Not implemented")
  328. case .FLOAT32:
  329. switch in_desc.Mask {
  330. case 0: log.errorf("Invalid input mask"); continue
  331. case 1: type = .F32
  332. case 3: type = .Vec2
  333. case 7: type = .Vec3
  334. case 15: type = .Vec4
  335. }
  336. }
  337. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  338. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  339. desc.inputs[in_idx] = {
  340. name = name,
  341. register = int(in_idx),
  342. format = format,
  343. type = type,
  344. }
  345. }
  346. }
  347. {
  348. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  349. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  350. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  351. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  352. if cb_info == nil {
  353. continue
  354. }
  355. cb_desc: d3d11.SHADER_BUFFER_DESC
  356. cb_info->GetDesc(&cb_desc)
  357. if cb_desc.Size == 0 {
  358. continue
  359. }
  360. constant_buffer_desc := d3d11.BUFFER_DESC{
  361. ByteWidth = cb_desc.Size,
  362. Usage = .DYNAMIC,
  363. BindFlags = {.CONSTANT_BUFFER},
  364. CPUAccessFlags = {.WRITE},
  365. }
  366. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  367. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  368. desc.constant_buffers[cb_idx].variables = variables
  369. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  370. for var_idx in 0..<cb_desc.Variables {
  371. var_info := cb_info->GetVariableByIndex(var_idx)
  372. if var_info == nil {
  373. continue
  374. }
  375. var_desc: d3d11.SHADER_VARIABLE_DESC
  376. var_info->GetDesc(&var_desc)
  377. if var_desc.Name != "" {
  378. variables[var_idx] = {
  379. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  380. loc = {
  381. buffer_idx = cb_idx,
  382. offset = var_desc.StartOffset,
  383. },
  384. }
  385. }
  386. }
  387. }
  388. }
  389. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  390. for idx in 0..<len(desc.inputs) {
  391. input := desc.inputs[idx]
  392. input_layout_desc[idx] = {
  393. SemanticName = frame_cstring(input.name),
  394. Format = dxgi_format_from_pixel_format(input.format),
  395. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  396. InputSlotClass = .VERTEX_DATA,
  397. }
  398. }
  399. input_layout: ^d3d11.IInputLayout
  400. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  401. ps_blob: ^d3d11.IBlob
  402. ps_blob_errors: ^d3d11.IBlob
  403. 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))
  404. if ps_blob_errors != nil {
  405. log.error("Failed compiling shader:")
  406. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  407. }
  408. pixel_shader: ^d3d11.IPixelShader
  409. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  410. d3d_shd.vertex_shader = vertex_shader
  411. d3d_shd.pixel_shader = pixel_shader
  412. d3d_shd.input_layout = input_layout
  413. h := hm.add(&s.shaders, d3d_shd)
  414. return h, desc
  415. }
  416. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  417. shd := hm.get(&s.shaders, h)
  418. if shd == nil {
  419. log.error("Invalid shader %v", h)
  420. return
  421. }
  422. shd.input_layout->Release()
  423. shd.vertex_shader->Release()
  424. shd.pixel_shader->Release()
  425. for c in shd.constant_buffers {
  426. if c.gpu_data != nil {
  427. c.gpu_data->Release()
  428. }
  429. }
  430. delete(shd.constant_buffers, s.allocator)
  431. hm.remove(&s.shaders, h)
  432. }
  433. // API END
  434. s: ^D3D11_State
  435. D3D11_Shader_Constant_Buffer :: struct {
  436. gpu_data: ^d3d11.IBuffer,
  437. }
  438. D3D11_Shader :: struct {
  439. handle: Shader_Handle,
  440. vertex_shader: ^d3d11.IVertexShader,
  441. pixel_shader: ^d3d11.IPixelShader,
  442. input_layout: ^d3d11.IInputLayout,
  443. constant_buffers: []D3D11_Shader_Constant_Buffer,
  444. }
  445. D3D11_State :: struct {
  446. allocator: runtime.Allocator,
  447. window_handle: dxgi.HWND,
  448. width: int,
  449. height: int,
  450. dxgi_adapter: ^dxgi.IAdapter,
  451. swapchain: ^dxgi.ISwapChain1,
  452. framebuffer_view: ^d3d11.IRenderTargetView,
  453. depth_buffer_view: ^d3d11.IDepthStencilView,
  454. device_context: ^d3d11.IDeviceContext,
  455. depth_stencil_state: ^d3d11.IDepthStencilState,
  456. rasterizer_state: ^d3d11.IRasterizerState,
  457. device: ^d3d11.IDevice,
  458. depth_buffer: ^d3d11.ITexture2D,
  459. framebuffer: ^d3d11.ITexture2D,
  460. blend_state: ^d3d11.IBlendState,
  461. sampler_state: ^d3d11.ISamplerState,
  462. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  463. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  464. info_queue: ^d3d11.IInfoQueue,
  465. vertex_buffer_gpu: ^d3d11.IBuffer,
  466. }
  467. create_swapchain :: proc(w, h: int) {
  468. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  469. Width = u32(w),
  470. Height = u32(h),
  471. Format = .B8G8R8A8_UNORM,
  472. SampleDesc = {
  473. Count = 1,
  474. },
  475. BufferUsage = {.RENDER_TARGET_OUTPUT},
  476. BufferCount = 2,
  477. Scaling = .STRETCH,
  478. SwapEffect = .DISCARD,
  479. }
  480. dxgi_factory: ^dxgi.IFactory2
  481. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  482. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  483. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  484. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  485. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  486. s.framebuffer->GetDesc(&depth_buffer_desc)
  487. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  488. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  489. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  490. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  491. }
  492. Color_F32 :: [4]f32
  493. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  494. return {
  495. f32(color.r) / 255,
  496. f32(color.g) / 255,
  497. f32(color.b) / 255,
  498. f32(color.a) / 255,
  499. }
  500. }
  501. D3D11_Texture :: struct {
  502. handle: Texture_Handle,
  503. tex: ^d3d11.ITexture2D,
  504. view: ^d3d11.IShaderResourceView,
  505. }
  506. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  507. switch f {
  508. case .Unknown: return .UNKNOWN
  509. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  510. case .RGB_32_Float: return .R32G32B32_FLOAT
  511. case .RG_32_Float: return .R32G32_FLOAT
  512. case .R_32_Float: return .R32_FLOAT
  513. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  514. case .RG_8_Norm: return .R8G8_UNORM
  515. case .R_8_Norm: return .R8_UNORM
  516. }
  517. log.error("Unknown format")
  518. return .UNKNOWN
  519. }
  520. // CHeck win errors and print message log if there is any error
  521. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  522. if hr >= 0 {
  523. return hr
  524. }
  525. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  526. log_messages(loc)
  527. return hr
  528. }
  529. log_messages :: proc(loc := #caller_location) {
  530. iq := s.info_queue
  531. if iq == nil {
  532. return
  533. }
  534. n := iq->GetNumStoredMessages()
  535. longest_msg: d3d11.SIZE_T
  536. for i in 0..=n {
  537. msglen: d3d11.SIZE_T
  538. iq->GetMessage(i, nil, &msglen)
  539. if msglen > longest_msg {
  540. longest_msg = msglen
  541. }
  542. }
  543. if longest_msg > 0 {
  544. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  545. for i in 0..=n {
  546. msglen: d3d11.SIZE_T
  547. iq->GetMessage(i, nil, &msglen)
  548. if msglen > 0 {
  549. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  550. iq->GetMessage(i, msg, &msglen)
  551. log.error(msg.pDescription, location = loc)
  552. }
  553. }
  554. }
  555. iq->ClearStoredMessages()
  556. }