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- #+build windows
- #+vet explicit-allocators
- #+private file
- package karl2d
- @(private="package")
- RENDER_BACKEND_INTERFACE_D3D11 :: Render_Backend_Interface {
- state_size = d3d11_state_size,
- init = d3d11_init,
- shutdown = d3d11_shutdown,
- clear = d3d11_clear,
- present = d3d11_present,
- draw = d3d11_draw,
- resize_swapchain = d3d11_resize_swapchain,
- get_swapchain_width = d3d11_get_swapchain_width,
- get_swapchain_height = d3d11_get_swapchain_height,
- flip_z = d3d11_flip_z,
- set_internal_state = d3d11_set_internal_state,
- create_texture = d3d11_create_texture,
- load_texture = d3d11_load_texture,
- update_texture = d3d11_update_texture,
- destroy_texture = d3d11_destroy_texture,
- set_texture_filter = d3d11_set_texture_filter,
- load_shader = d3d11_load_shader,
- destroy_shader = d3d11_destroy_shader,
- default_shader_vertex_source = d3d11_default_shader_vertex_source,
- default_shader_fragment_source = d3d11_default_shader_fragment_source,
- }
- import d3d11 "vendor:directx/d3d11"
- import dxgi "vendor:directx/dxgi"
- import "vendor:directx/d3d_compiler"
- import "core:strings"
- import "core:log"
- import "core:slice"
- import "core:mem"
- import hm "handle_map"
- import "base:runtime"
- d3d11_state_size :: proc() -> int {
- return size_of(D3D11_State)
- }
- d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
- s = (^D3D11_State)(state)
- s.allocator = allocator
- s.window_handle = dxgi.HWND(window_handle)
- s.width = swapchain_width
- s.height = swapchain_height
- feature_levels := [?]d3d11.FEATURE_LEVEL{
- ._11_1,
- ._11_0,
- }
-
- base_device: ^d3d11.IDevice
- base_device_context: ^d3d11.IDeviceContext
- base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
- .BGRA_SUPPORT,
- }
- when ODIN_DEBUG {
- device_flags := base_device_flags + { .DEBUG }
-
- device_err := ch(d3d11.CreateDevice(
- nil,
- .HARDWARE,
- nil,
- device_flags,
- &feature_levels[0], len(feature_levels),
- d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
- if u32(device_err) == 0x887a002d {
- 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).")
- ch(d3d11.CreateDevice(
- nil,
- .HARDWARE,
- nil,
- base_device_flags,
- &feature_levels[0], len(feature_levels),
- d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
- } else {
- ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
- }
- } else {
- ch(d3d11.CreateDevice(
- nil,
- .HARDWARE,
- nil,
- base_device_flags,
- &feature_levels[0], len(feature_levels),
- d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
- }
-
- ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
- ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
- dxgi_device: ^dxgi.IDevice
- ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
- base_device->Release()
- base_device_context->Release()
-
- ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
- create_swapchain(swapchain_width, swapchain_height)
- rasterizer_desc := d3d11.RASTERIZER_DESC{
- FillMode = .SOLID,
- CullMode = .BACK,
- ScissorEnable = true,
- }
- ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
- depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
- DepthEnable = true,
- DepthWriteMask = .ALL,
- DepthFunc = .LESS,
- }
- ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
- vertex_buffer_desc := d3d11.BUFFER_DESC{
- ByteWidth = VERTEX_BUFFER_MAX,
- Usage = .DYNAMIC,
- BindFlags = {.VERTEX_BUFFER},
- CPUAccessFlags = {.WRITE},
- }
- ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
-
- blend_desc := d3d11.BLEND_DESC {
- RenderTarget = {
- 0 = {
- BlendEnable = true,
- SrcBlend = .SRC_ALPHA,
- DestBlend = .INV_SRC_ALPHA,
- BlendOp = .ADD,
- SrcBlendAlpha = .ONE,
- DestBlendAlpha = .ZERO,
- BlendOpAlpha = .ADD,
- RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
- },
- },
- }
- ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
- }
- d3d11_shutdown :: proc() {
- s.framebuffer_view->Release()
- s.depth_buffer_view->Release()
- s.depth_buffer->Release()
- s.framebuffer->Release()
- s.device_context->Release()
- s.vertex_buffer_gpu->Release()
- s.depth_stencil_state->Release()
- s.rasterizer_state->Release()
- s.swapchain->Release()
- s.blend_state->Release()
- s.dxgi_adapter->Release()
- when ODIN_DEBUG {
- debug: ^d3d11.IDebug
- if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
- ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
- log_messages()
- }
- debug->Release()
- }
-
- s.device->Release()
- s.info_queue->Release()
- }
- d3d11_clear :: proc(color: Color) {
- c := f32_color_from_color(color)
- s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
- s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
- }
- d3d11_present :: proc() {
- ch(s.swapchain->Present(1, {}))
- }
- d3d11_draw :: proc(
- shd: Shader,
- bound_textures: []Texture_Handle,
- scissor: Maybe(Rect),
- vertex_buffer: []u8,
- ) {
- if len(vertex_buffer) == 0 {
- return
- }
- d3d_shd := hm.get(&s.shaders, shd.handle)
- if d3d_shd == nil {
- return
- }
- dc := s.device_context
- vb_data: d3d11.MAPPED_SUBRESOURCE
- ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
- {
- gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
- copy(
- gpu_map,
- vertex_buffer,
- )
- }
- dc->Unmap(s.vertex_buffer_gpu, 0)
- dc->IASetPrimitiveTopology(.TRIANGLELIST)
- dc->IASetInputLayout(d3d_shd.input_layout)
- vertex_buffer_offset: u32
- vertex_buffer_stride := u32(shd.vertex_size)
- dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
- dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
- assert(len(shd.constants) == len(d3d_shd.constants))
- maps := make([]rawptr, len(d3d_shd.constant_buffers), frame_allocator)
- cpu_data := shd.constants_data
- for cidx in 0..<len(shd.constants) {
- cpu_loc := shd.constants[cidx]
- gpu_loc := d3d_shd.constants[cidx]//cpu_loc.gpu_constant_idx]
- gpu_buffer_info := d3d_shd.constant_buffers[gpu_loc.buffer_idx]
- gpu_data := gpu_buffer_info.gpu_data
-
- if gpu_data == nil {
- continue
- }
- if maps[gpu_loc.buffer_idx] == nil {
- // We do this little dance with the 'maps' array so we only have to map the memory once.
- // There can be multiple constants within a single constant buffer. So mapping and
- // unmapping for each one is slow.
- map_data: d3d11.MAPPED_SUBRESOURCE
- ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &map_data))
- maps[gpu_loc.buffer_idx] = map_data.pData
- }
- data_slice := slice.bytes_from_ptr(maps[gpu_loc.buffer_idx], gpu_buffer_info.size)
- dst := data_slice[gpu_loc.offset:gpu_loc.offset+u32(cpu_loc.size)]
- src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
- copy(dst, src)
- }
- for &cb, cb_idx in d3d_shd.constant_buffers {
- if .Vertex in cb.bound_shaders {
- dc->VSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
- }
- if .Pixel in cb.bound_shaders {
- dc->PSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
- }
- if maps[cb_idx] != nil {
- dc->Unmap(cb.gpu_data, 0)
- maps[cb_idx] = nil
- }
- }
- viewport := d3d11.VIEWPORT{
- 0, 0,
- f32(s.width), f32(s.height),
- 0, 1,
- }
- dc->RSSetViewports(1, &viewport)
- dc->RSSetState(s.rasterizer_state)
- scissor_rect := d3d11.RECT {
- right = i32(s.width),
- bottom = i32(s.height),
- }
- if sciss, sciss_ok := scissor.?; sciss_ok {
- scissor_rect = d3d11.RECT {
- left = i32(sciss.x),
- top = i32(sciss.y),
- right = i32(sciss.x + sciss.w),
- bottom = i32(sciss.y + sciss.h),
- }
- }
-
- dc->RSSetScissorRects(1, &scissor_rect)
- dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
- if len(bound_textures) == len(d3d_shd.texture_bindings) {
- for t, t_idx in bound_textures {
- d3d_t := d3d_shd.texture_bindings[t_idx]
- if t := hm.get(&s.textures, t); t != nil {
- dc->PSSetShaderResources(d3d_t.bind_point, 1, &t.view)
- dc->PSSetSamplers(d3d_t.sampler_bind_point, 1, &t.sampler)
- }
- }
- }
- dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
- dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
- dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
- dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
- log_messages()
- }
- d3d11_resize_swapchain :: proc(w, h: int) {
- s.depth_buffer->Release()
- s.depth_buffer_view->Release()
- s.framebuffer->Release()
- s.framebuffer_view->Release()
- s.swapchain->Release()
- s.width = w
- s.height = h
- create_swapchain(w, h)
- }
- d3d11_get_swapchain_width :: proc() -> int {
- return s.width
- }
- d3d11_get_swapchain_height :: proc() -> int {
- return s.height
- }
- d3d11_flip_z :: proc() -> bool {
- return true
- }
- d3d11_set_internal_state :: proc(state: rawptr) {
- s = (^D3D11_State)(state)
- }
- create_texture :: proc(
- width: int,
- height: int,
- format: Pixel_Format,
- data: rawptr,
- ) -> (
- Texture_Handle,
- ) {
- texture_desc := d3d11.TEXTURE2D_DESC{
- Width = u32(width),
- Height = u32(height),
- MipLevels = 1,
- ArraySize = 1,
- Format = dxgi_format_from_pixel_format(format),
- SampleDesc = {Count = 1},
- Usage = .DEFAULT,
- BindFlags = {.SHADER_RESOURCE},
- }
- texture: ^d3d11.ITexture2D
- if data != nil {
- texture_data := d3d11.SUBRESOURCE_DATA{
- pSysMem = data,
- SysMemPitch = u32(width * pixel_format_size(format)),
- }
- s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
- } else {
- s.device->CreateTexture2D(&texture_desc, nil, &texture)
- }
-
- texture_view: ^d3d11.IShaderResourceView
- s.device->CreateShaderResourceView(texture, nil, &texture_view)
- tex := D3D11_Texture {
- tex = texture,
- format = format,
- view = texture_view,
- sampler = create_sampler(.MIN_MAG_MIP_POINT),
- }
- return hm.add(&s.textures, tex)
- }
- d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
- return create_texture(width, height, format, nil)
- }
- d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
- return create_texture(width, height, format, raw_data(data))
- }
- d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
- tex := hm.get(&s.textures, th)
- if tex == nil {
- return false
- }
- box := d3d11.BOX {
- left = u32(rect.x),
- top = u32(rect.y),
- bottom = u32(rect.y + rect.h),
- right = u32(rect.x + rect.w),
- back = 1,
- front = 0,
- }
- row_pitch := pixel_format_size(tex.format) * int(rect.w)
- s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
- return true
- }
- d3d11_destroy_texture :: proc(th: Texture_Handle) {
- if t := hm.get(&s.textures, th); t != nil {
- t.tex->Release()
- t.view->Release()
- if t.sampler != nil {
- t.sampler->Release()
- }
- }
- hm.remove(&s.textures, th)
- }
- d3d11_set_texture_filter :: proc(
- th: Texture_Handle,
- scale_down_filter: Texture_Filter,
- scale_up_filter: Texture_Filter,
- mip_filter: Texture_Filter,
- ) {
- t := hm.get(&s.textures, th)
- if t == nil {
- log.error("Trying to set texture filter for invalid texture %v", th)
- return
- }
- d := scale_down_filter
- u := scale_up_filter
- m := mip_filter
- f: d3d11.FILTER
- if d == .Point && u == .Point && m == .Point {
- f = .MIN_MAG_MIP_POINT
- } else if d == .Linear && u == .Linear && m == .Linear {
- f = .MIN_MAG_MIP_LINEAR
- } else if d == .Point && u == .Point && m == .Linear {
- f = .MIN_MAG_POINT_MIP_LINEAR
- } else if d == .Point && u == .Linear && m == .Linear {
- f = .MIN_POINT_MAG_MIP_LINEAR
- } else if d == .Linear && u == .Linear && m == .Linear {
- f = .MIN_MAG_MIP_LINEAR
- } else if d == .Linear && u == .Linear && m == .Point {
- f = .MIN_MAG_LINEAR_MIP_POINT
- } else if d == .Linear && u == .Point && m == .Point {
- f = .MIN_LINEAR_MAG_MIP_POINT
- } else if d == .Linear && u == .Point && m == .Linear {
- f = .MIN_LINEAR_MAG_POINT_MIP_LINEAR
- } else if d == .Point && u == .Linear && m == .Point {
- f = .MIN_POINT_MAG_LINEAR_MIP_POINT
- }
- if t.sampler != nil {
- t.sampler->Release()
- }
- t.sampler = create_sampler(f)
- }
- create_sampler :: proc(filter: d3d11.FILTER) -> ^d3d11.ISamplerState {
- sampler_desc := d3d11.SAMPLER_DESC{
- Filter = filter,
- AddressU = .WRAP,
- AddressV = .WRAP,
- AddressW = .WRAP,
- ComparisonFunc = .NEVER,
- }
- smp: ^d3d11.ISamplerState
- ch(s.device->CreateSamplerState(&sampler_desc, &smp))
- return smp
- }
- d3d11_load_shader :: proc(
- vs_source: string,
- ps_source: string,
- desc_allocator := frame_allocator,
- layout_formats: []Pixel_Format = {},
- ) -> (
- handle: Shader_Handle,
- desc: Shader_Desc,
- ) {
- vs_blob: ^d3d11.IBlob
- vs_blob_errors: ^d3d11.IBlob
- 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))
- if vs_blob_errors != nil {
- log.error("Failed compiling shader:")
- log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
- return
- }
- // VERTEX SHADER
- vertex_shader: ^d3d11.IVertexShader
- ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
- vs_ref: ^d3d11.IShaderReflection
- ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&vs_ref)))
-
- vs_desc: d3d11.SHADER_DESC
- ch(vs_ref->GetDesc(&vs_desc))
- {
- desc.inputs = make([]Shader_Input, vs_desc.InputParameters, desc_allocator)
- assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
- for in_idx in 0..<vs_desc.InputParameters {
- in_desc: d3d11.SIGNATURE_PARAMETER_DESC
-
- if ch(vs_ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
- log.errorf("Invalid shader input: %v", in_idx)
- continue
- }
- type: Shader_Input_Type
- if in_desc.SemanticIndex > 0 {
- log.errorf("Matrix shader input types not yet implemented")
- continue
- }
- switch in_desc.ComponentType {
- case .UNKNOWN: log.errorf("Unknown component type")
- case .UINT32: log.errorf("Not implemented")
- case .SINT32: log.errorf("Not implemented")
- case .FLOAT32:
- switch in_desc.Mask {
- case 0: log.errorf("Invalid input mask"); continue
- case 1: type = .F32
- case 3: type = .Vec2
- case 7: type = .Vec3
- case 15: type = .Vec4
- }
- }
- name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
- format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
- desc.inputs[in_idx] = {
- name = name,
- register = int(in_idx),
- format = format,
- type = type,
- }
- }
- }
- constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
- d3d_constants := make([dynamic]D3D11_Shader_Constant, s.allocator)
- d3d_constant_buffers := make([dynamic]D3D11_Shader_Constant_Buffer, s.allocator)
- d3d_texture_bindings := make([dynamic]D3D11_Texture_Binding, s.allocator)
- texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
- reflect_shader_constants(
- vs_desc,
- vs_ref,
- &constant_descs,
- &d3d_constants,
- &d3d_constant_buffers,
- &d3d_texture_bindings,
- &texture_bindpoint_descs,
- desc_allocator,
- .Vertex,
- )
- input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
- for idx in 0..<len(desc.inputs) {
- input := desc.inputs[idx]
- input_layout_desc[idx] = {
- SemanticName = frame_cstring(input.name),
- Format = dxgi_format_from_pixel_format(input.format),
- AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
- InputSlotClass = .VERTEX_DATA,
- }
- }
- input_layout: ^d3d11.IInputLayout
- ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
- // PIXEL SHADER
- ps_blob: ^d3d11.IBlob
- ps_blob_errors: ^d3d11.IBlob
- 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))
- if ps_blob_errors != nil {
- log.error("Failed compiling shader:")
- log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
- return
- }
- pixel_shader: ^d3d11.IPixelShader
- ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
- ps_ref: ^d3d11.IShaderReflection
- ch(d3d_compiler.Reflect(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ps_ref)))
-
- ps_desc: d3d11.SHADER_DESC
- ch(ps_ref->GetDesc(&ps_desc))
- reflect_shader_constants(
- ps_desc,
- ps_ref,
- &constant_descs,
- &d3d_constants,
- &d3d_constant_buffers,
- &d3d_texture_bindings,
- &texture_bindpoint_descs,
- desc_allocator,
- .Pixel,
- )
- // Done with vertex and pixel shader. Just combine all the state.
- desc.constants = constant_descs[:]
- desc.texture_bindpoints = texture_bindpoint_descs[:]
- d3d_shd := D3D11_Shader {
- constants = d3d_constants[:],
- constant_buffers = d3d_constant_buffers[:],
- vertex_shader = vertex_shader,
- pixel_shader = pixel_shader,
- input_layout = input_layout,
- texture_bindings = d3d_texture_bindings[:],
- }
- h := hm.add(&s.shaders, d3d_shd)
- return h, desc
- }
- D3D11_Shader_Type :: enum {
- Vertex,
- Pixel,
- }
- reflect_shader_constants :: proc(
- d3d_desc: d3d11.SHADER_DESC,
- ref: ^d3d11.IShaderReflection,
- constant_descs: ^[dynamic]Shader_Constant_Desc,
- d3d_constants: ^[dynamic]D3D11_Shader_Constant,
- d3d_constant_buffers: ^[dynamic]D3D11_Shader_Constant_Buffer,
- d3d_texture_bindings: ^[dynamic]D3D11_Texture_Binding,
- texture_bindpoint_descs: ^[dynamic]Shader_Texture_Bindpoint_Desc,
- desc_allocator: runtime.Allocator,
- shader_type: D3D11_Shader_Type,
- ) {
- found_sampler_bindpoints := make([dynamic]u32, frame_allocator)
- for br_idx in 0..<d3d_desc.BoundResources {
- bind_desc: d3d11.SHADER_INPUT_BIND_DESC
- ref->GetResourceBindingDesc(br_idx, &bind_desc)
- #partial switch bind_desc.Type {
- case .SAMPLER:
- append(&found_sampler_bindpoints, bind_desc.BindPoint)
- case .TEXTURE:
- append(d3d_texture_bindings, D3D11_Texture_Binding {
- bind_point = bind_desc.BindPoint,
- })
- append(texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
- name = strings.clone_from_cstring(bind_desc.Name, desc_allocator),
- })
-
- case .CBUFFER:
- cb_info := ref->GetConstantBufferByName(bind_desc.Name)
- if cb_info == nil {
- continue
- }
- cb_desc: d3d11.SHADER_BUFFER_DESC
- cb_info->GetDesc(&cb_desc)
- if cb_desc.Size == 0 {
- continue
- }
- constant_buffer_desc := d3d11.BUFFER_DESC{
- ByteWidth = cb_desc.Size,
- Usage = .DYNAMIC,
- BindFlags = {.CONSTANT_BUFFER},
- CPUAccessFlags = {.WRITE},
- }
- buffer_idx := -1
- for &existing, existing_idx in d3d_constant_buffers {
- if existing.bind_point == bind_desc.BindPoint {
- existing.bound_shaders += {shader_type}
- buffer_idx = existing_idx
- break
- }
- }
- if buffer_idx == -1 {
- buffer_idx = len(d3d_constant_buffers)
- buf := D3D11_Shader_Constant_Buffer {
- bound_shaders = {shader_type},
- }
- ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &buf.gpu_data))
- buf.size = int(cb_desc.Size)
- buf.bind_point = bind_desc.BindPoint
- append(d3d_constant_buffers, buf)
- }
- for var_idx in 0..<cb_desc.Variables {
- var_info := cb_info->GetVariableByIndex(var_idx)
- if var_info == nil {
- continue
- }
- var_desc: d3d11.SHADER_VARIABLE_DESC
- var_info->GetDesc(&var_desc)
- if var_desc.Name != "" {
- append(constant_descs, Shader_Constant_Desc {
- name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
- size = int(var_desc.Size),
- })
- append(d3d_constants, D3D11_Shader_Constant {
- buffer_idx = u32(buffer_idx),
- offset = var_desc.StartOffset,
- })
- }
- }
- case:
- log.errorf("Type is %v", bind_desc.Type)
- }
- }
- // Make sure each texture has a sampler. In GL samplers are associated with textures. In D3D11
- // several textures can use a single sampler. We don't want this as we want to be able to
- // configure filters etc on a per-texture level. Since two textures can arrive at a draw call
- // with different filters set, if they use the same sampler, then it will be impossible to set
- // that filtering up.
- for t, t_idx in d3d_texture_bindings {
- found := false
- for sampler_bindpoint in found_sampler_bindpoints {
- if t.bind_point == sampler_bindpoint {
- found = true
- break
- }
- }
- if !found {
- log.errorf(
- "Texture %v at bindpoint %v does not have a dedicated sampler at " +
- "the sampler register with the same bindpoint number. This is required to " +
- "in order to make D3D11 behave the same way as OpenGL etc",
- texture_bindpoint_descs[t_idx].name,
- t.bind_point,
- )
- }
- }
- }
- d3d11_destroy_shader :: proc(h: Shader_Handle) {
- shd := hm.get(&s.shaders, h)
- if shd == nil {
- log.errorf("Invalid shader: %v", h)
- return
- }
- shd.input_layout->Release()
- shd.vertex_shader->Release()
- shd.pixel_shader->Release()
- for c in shd.constant_buffers {
- if c.gpu_data != nil {
- c.gpu_data->Release()
- }
- }
- delete(shd.texture_bindings, s.allocator)
- delete(shd.constants, s.allocator)
- delete(shd.constant_buffers, s.allocator)
- hm.remove(&s.shaders, h)
- }
- // API END
- s: ^D3D11_State
- D3D11_Shader_Constant_Buffer :: struct {
- gpu_data: ^d3d11.IBuffer,
- size: int,
- bound_shaders: bit_set[D3D11_Shader_Type],
- bind_point: u32,
- }
- D3D11_Texture_Binding :: struct {
- bind_point: u32,
- sampler_bind_point: u32,
- }
- D3D11_Shader_Constant :: struct {
- buffer_idx: u32,
- offset: u32,
- }
- D3D11_Shader :: struct {
- handle: Shader_Handle,
- vertex_shader: ^d3d11.IVertexShader,
- pixel_shader: ^d3d11.IPixelShader,
- input_layout: ^d3d11.IInputLayout,
- constant_buffers: []D3D11_Shader_Constant_Buffer,
- constants: []D3D11_Shader_Constant,
- texture_bindings: []D3D11_Texture_Binding,
- }
- D3D11_State :: struct {
- allocator: runtime.Allocator,
- window_handle: dxgi.HWND,
- width: int,
- height: int,
- dxgi_adapter: ^dxgi.IAdapter,
- swapchain: ^dxgi.ISwapChain1,
- framebuffer_view: ^d3d11.IRenderTargetView,
- depth_buffer_view: ^d3d11.IDepthStencilView,
- device_context: ^d3d11.IDeviceContext,
- depth_stencil_state: ^d3d11.IDepthStencilState,
- rasterizer_state: ^d3d11.IRasterizerState,
- device: ^d3d11.IDevice,
- depth_buffer: ^d3d11.ITexture2D,
- framebuffer: ^d3d11.ITexture2D,
- blend_state: ^d3d11.IBlendState,
- textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
- shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
- info_queue: ^d3d11.IInfoQueue,
- vertex_buffer_gpu: ^d3d11.IBuffer,
- all_samplers: map[^d3d11.ISamplerState]struct{},
- }
- create_swapchain :: proc(w, h: int) {
- swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
- Width = u32(w),
- Height = u32(h),
- Format = .B8G8R8A8_UNORM,
- SampleDesc = {
- Count = 1,
- },
- BufferUsage = {.RENDER_TARGET_OUTPUT},
- BufferCount = 2,
- Scaling = .STRETCH,
- SwapEffect = .DISCARD,
- }
- dxgi_factory: ^dxgi.IFactory2
- ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
- ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
- ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
- ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
- depth_buffer_desc: d3d11.TEXTURE2D_DESC
- s.framebuffer->GetDesc(&depth_buffer_desc)
- depth_buffer_desc.Format = .D24_UNORM_S8_UINT
- depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
- ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
- ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
- s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
- }
- D3D11_Texture :: struct {
- handle: Texture_Handle,
- tex: ^d3d11.ITexture2D,
- view: ^d3d11.IShaderResourceView,
- format: Pixel_Format,
- // It may seem strange that we have a sampler here. But samplers are reused if you recreate them
- // with the same options. D3D11 will return the same object. So each time we set the filter
- // mode or the UV wrapping settings, then we just ask D3D11 for the sampler state for those
- // settings.
- //
- // Moreover, in order to make D3D11 behave a bit like GL (or rather, to make them behave more
- // similarly), we require that each texture in the HLSL shaders have a dedicated sampler.
- sampler: ^d3d11.ISamplerState,
- }
- dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
- switch f {
- case .Unknown: return .UNKNOWN
- case .RGBA_32_Float: return .R32G32B32A32_FLOAT
- case .RGB_32_Float: return .R32G32B32_FLOAT
- case .RG_32_Float: return .R32G32_FLOAT
- case .R_32_Float: return .R32_FLOAT
- case .RGBA_8_Norm: return .R8G8B8A8_UNORM
- case .RG_8_Norm: return .R8G8_UNORM
- case .R_8_Norm: return .R8_UNORM
- case .R_8_UInt: return .R8_UINT
- }
- log.error("Unknown format")
- return .UNKNOWN
- }
- // CHeck win errors and print message log if there is any error
- ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
- if hr >= 0 {
- return hr
- }
- log.errorf("d3d11 error: %0x", u32(hr), location = loc)
- log_messages(loc)
- return hr
- }
- log_messages :: proc(loc := #caller_location) {
- iq := s.info_queue
-
- if iq == nil {
- return
- }
- n := iq->GetNumStoredMessages()
- longest_msg: d3d11.SIZE_T
- for i in 0..=n {
- msglen: d3d11.SIZE_T
- iq->GetMessage(i, nil, &msglen)
- if msglen > longest_msg {
- longest_msg = msglen
- }
- }
- if longest_msg > 0 {
- msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
- for i in 0..=n {
- msglen: d3d11.SIZE_T
- iq->GetMessage(i, nil, &msglen)
- if msglen > 0 {
- msg := (^d3d11.MESSAGE)(msg_raw_ptr)
- iq->GetMessage(i, msg, &msglen)
- log.error(msg.pDescription, location = loc)
- }
- }
- }
- iq->ClearStoredMessages()
- }
- DEFAULT_SHADER_SOURCE :: #load("render_backend_d3d11_default_shader.hlsl")
- d3d11_default_shader_vertex_source :: proc() -> string {
- return string(DEFAULT_SHADER_SOURCE)
- }
- d3d11_default_shader_fragment_source :: proc() -> string {
- return string(DEFAULT_SHADER_SOURCE)
- }
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