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(
  159. shd: Shader,
  160. bound_textures: []Texture_Handle,
  161. scissor: Maybe(Rect),
  162. vertex_buffer: []u8,
  163. ) {
  164. if len(vertex_buffer) == 0 {
  165. return
  166. }
  167. d3d_shd := hm.get(&s.shaders, shd.handle)
  168. if d3d_shd == nil {
  169. return
  170. }
  171. dc := s.device_context
  172. vb_data: d3d11.MAPPED_SUBRESOURCE
  173. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  174. {
  175. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  176. copy(
  177. gpu_map,
  178. vertex_buffer,
  179. )
  180. }
  181. dc->Unmap(s.vertex_buffer_gpu, 0)
  182. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  183. dc->IASetInputLayout(d3d_shd.input_layout)
  184. vertex_buffer_offset: u32
  185. vertex_buffer_stride := u32(shd.vertex_size)
  186. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  187. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  188. assert(len(shd.constants) == len(d3d_shd.constants))
  189. maps := make([]rawptr, len(d3d_shd.constant_buffers), frame_allocator)
  190. cpu_data := shd.constants_data
  191. for cidx in 0..<len(shd.constants) {
  192. cpu_loc := shd.constants[cidx]
  193. gpu_loc := d3d_shd.constants[cidx]//cpu_loc.gpu_constant_idx]
  194. gpu_buffer_info := d3d_shd.constant_buffers[gpu_loc.buffer_idx]
  195. gpu_data := gpu_buffer_info.gpu_data
  196. if gpu_data == nil {
  197. continue
  198. }
  199. if maps[gpu_loc.buffer_idx] == nil {
  200. // We do this little dance with the 'maps' array so we only have to map the memory once.
  201. // There can be multiple constants within a single constant buffer. So mapping and
  202. // unmapping for each one is slow.
  203. map_data: d3d11.MAPPED_SUBRESOURCE
  204. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &map_data))
  205. maps[gpu_loc.buffer_idx] = map_data.pData
  206. }
  207. data_slice := slice.bytes_from_ptr(maps[gpu_loc.buffer_idx], gpu_buffer_info.size)
  208. dst := data_slice[gpu_loc.offset:gpu_loc.offset+u32(cpu_loc.size)]
  209. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  210. copy(dst, src)
  211. }
  212. for &cb, cb_idx in d3d_shd.constant_buffers {
  213. if .Vertex in cb.bound_shaders {
  214. dc->VSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  215. }
  216. if .Pixel in cb.bound_shaders {
  217. dc->PSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  218. }
  219. if maps[cb_idx] != nil {
  220. dc->Unmap(cb.gpu_data, 0)
  221. maps[cb_idx] = nil
  222. }
  223. }
  224. viewport := d3d11.VIEWPORT{
  225. 0, 0,
  226. f32(s.width), f32(s.height),
  227. 0, 1,
  228. }
  229. dc->RSSetViewports(1, &viewport)
  230. dc->RSSetState(s.rasterizer_state)
  231. scissor_rect := d3d11.RECT {
  232. right = i32(s.width),
  233. bottom = i32(s.height),
  234. }
  235. if sciss, sciss_ok := scissor.?; sciss_ok {
  236. scissor_rect = d3d11.RECT {
  237. left = i32(sciss.x),
  238. top = i32(sciss.y),
  239. right = i32(sciss.x + sciss.w),
  240. bottom = i32(sciss.y + sciss.h),
  241. }
  242. }
  243. dc->RSSetScissorRects(1, &scissor_rect)
  244. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  245. if len(bound_textures) == len(d3d_shd.texture_bindings) {
  246. for t, t_idx in bound_textures {
  247. d3d_t := d3d_shd.texture_bindings[t_idx]
  248. if t := hm.get(&s.textures, t); t != nil {
  249. dc->PSSetShaderResources(d3d_t.bind_point, 1, &t.view)
  250. }
  251. }
  252. }
  253. for &s in d3d_shd.samplers {
  254. dc->PSSetSamplers(s.bind_point, 1, &s.sampler)
  255. }
  256. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  257. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  258. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  259. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  260. log_messages()
  261. }
  262. d3d11_resize_swapchain :: proc(w, h: int) {
  263. s.depth_buffer->Release()
  264. s.depth_buffer_view->Release()
  265. s.framebuffer->Release()
  266. s.framebuffer_view->Release()
  267. s.swapchain->Release()
  268. s.width = w
  269. s.height = h
  270. create_swapchain(w, h)
  271. }
  272. d3d11_get_swapchain_width :: proc() -> int {
  273. return s.width
  274. }
  275. d3d11_get_swapchain_height :: proc() -> int {
  276. return s.height
  277. }
  278. d3d11_flip_z :: proc() -> bool {
  279. return true
  280. }
  281. d3d11_set_internal_state :: proc(state: rawptr) {
  282. s = (^D3D11_State)(state)
  283. }
  284. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  285. texture_desc := d3d11.TEXTURE2D_DESC{
  286. Width = u32(width),
  287. Height = u32(height),
  288. MipLevels = 1,
  289. ArraySize = 1,
  290. // TODO: _SRGB or not?
  291. Format = dxgi_format_from_pixel_format(format),
  292. SampleDesc = {Count = 1},
  293. Usage = .DEFAULT,
  294. BindFlags = {.SHADER_RESOURCE},
  295. }
  296. texture: ^d3d11.ITexture2D
  297. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  298. texture_view: ^d3d11.IShaderResourceView
  299. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  300. tex := D3D11_Texture {
  301. tex = texture,
  302. format = format,
  303. view = texture_view,
  304. }
  305. return hm.add(&s.textures, tex)
  306. }
  307. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  308. texture_desc := d3d11.TEXTURE2D_DESC{
  309. Width = u32(width),
  310. Height = u32(height),
  311. MipLevels = 1,
  312. ArraySize = 1,
  313. // TODO: _SRGB or not?
  314. Format = dxgi_format_from_pixel_format(format),
  315. SampleDesc = {Count = 1},
  316. Usage = .DEFAULT,
  317. BindFlags = {.SHADER_RESOURCE},
  318. }
  319. texture_data := d3d11.SUBRESOURCE_DATA{
  320. pSysMem = raw_data(data),
  321. SysMemPitch = u32(width * pixel_format_size(format)),
  322. }
  323. texture: ^d3d11.ITexture2D
  324. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  325. texture_view: ^d3d11.IShaderResourceView
  326. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  327. tex := D3D11_Texture {
  328. tex = texture,
  329. format = format,
  330. view = texture_view,
  331. }
  332. return hm.add(&s.textures, tex)
  333. }
  334. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  335. tex := hm.get(&s.textures, th)
  336. if tex == nil {
  337. return false
  338. }
  339. box := d3d11.BOX {
  340. left = u32(rect.x),
  341. top = u32(rect.y),
  342. bottom = u32(rect.y + rect.h),
  343. right = u32(rect.x + rect.w),
  344. back = 1,
  345. front = 0,
  346. }
  347. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  348. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  349. return true
  350. }
  351. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  352. if t := hm.get(&s.textures, th); t != nil {
  353. t.tex->Release()
  354. t.view->Release()
  355. }
  356. hm.remove(&s.textures, th)
  357. }
  358. d3d11_load_shader :: proc(
  359. vs_source: string,
  360. ps_source: string,
  361. desc_allocator := frame_allocator,
  362. layout_formats: []Pixel_Format = {},
  363. ) -> (
  364. handle: Shader_Handle,
  365. desc: Shader_Desc,
  366. ) {
  367. vs_blob: ^d3d11.IBlob
  368. vs_blob_errors: ^d3d11.IBlob
  369. 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))
  370. if vs_blob_errors != nil {
  371. log.error("Failed compiling shader:")
  372. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  373. return
  374. }
  375. // VERTEX SHADER
  376. vertex_shader: ^d3d11.IVertexShader
  377. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  378. vs_ref: ^d3d11.IShaderReflection
  379. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&vs_ref)))
  380. vs_desc: d3d11.SHADER_DESC
  381. ch(vs_ref->GetDesc(&vs_desc))
  382. {
  383. desc.inputs = make([]Shader_Input, vs_desc.InputParameters, desc_allocator)
  384. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  385. for in_idx in 0..<vs_desc.InputParameters {
  386. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  387. if ch(vs_ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  388. log.errorf("Invalid shader input: %v", in_idx)
  389. continue
  390. }
  391. type: Shader_Input_Type
  392. if in_desc.SemanticIndex > 0 {
  393. log.errorf("Matrix shader input types not yet implemented")
  394. continue
  395. }
  396. switch in_desc.ComponentType {
  397. case .UNKNOWN: log.errorf("Unknown component type")
  398. case .UINT32: log.errorf("Not implemented")
  399. case .SINT32: log.errorf("Not implemented")
  400. case .FLOAT32:
  401. switch in_desc.Mask {
  402. case 0: log.errorf("Invalid input mask"); continue
  403. case 1: type = .F32
  404. case 3: type = .Vec2
  405. case 7: type = .Vec3
  406. case 15: type = .Vec4
  407. }
  408. }
  409. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  410. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  411. desc.inputs[in_idx] = {
  412. name = name,
  413. register = int(in_idx),
  414. format = format,
  415. type = type,
  416. }
  417. }
  418. }
  419. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  420. d3d_constants := make([dynamic]D3D11_Shader_Constant, s.allocator)
  421. d3d_samplers := make([dynamic]D3D11_Sampler, s.allocator)
  422. d3d_constant_buffers := make([dynamic]D3D11_Shader_Constant_Buffer, s.allocator)
  423. d3d_texture_bindings := make([dynamic]D3D11_Texture_Binding, s.allocator)
  424. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  425. reflect_shader_constants(
  426. vs_desc,
  427. vs_ref,
  428. &constant_descs,
  429. &d3d_constants,
  430. &d3d_constant_buffers,
  431. &d3d_samplers,
  432. &d3d_texture_bindings,
  433. &texture_bindpoint_descs,
  434. desc_allocator,
  435. .Vertex,
  436. )
  437. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  438. for idx in 0..<len(desc.inputs) {
  439. input := desc.inputs[idx]
  440. input_layout_desc[idx] = {
  441. SemanticName = frame_cstring(input.name),
  442. Format = dxgi_format_from_pixel_format(input.format),
  443. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  444. InputSlotClass = .VERTEX_DATA,
  445. }
  446. }
  447. input_layout: ^d3d11.IInputLayout
  448. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  449. // PIXEL SHADER
  450. ps_blob: ^d3d11.IBlob
  451. ps_blob_errors: ^d3d11.IBlob
  452. 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))
  453. if ps_blob_errors != nil {
  454. log.error("Failed compiling shader:")
  455. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  456. return
  457. }
  458. pixel_shader: ^d3d11.IPixelShader
  459. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  460. ps_ref: ^d3d11.IShaderReflection
  461. ch(d3d_compiler.Reflect(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ps_ref)))
  462. ps_desc: d3d11.SHADER_DESC
  463. ch(ps_ref->GetDesc(&ps_desc))
  464. reflect_shader_constants(
  465. ps_desc,
  466. ps_ref,
  467. &constant_descs,
  468. &d3d_constants,
  469. &d3d_constant_buffers,
  470. &d3d_samplers,
  471. &d3d_texture_bindings,
  472. &texture_bindpoint_descs,
  473. desc_allocator,
  474. .Pixel,
  475. )
  476. // ----
  477. desc.constants = constant_descs[:]
  478. desc.texture_bindpoints = texture_bindpoint_descs[:]
  479. d3d_shd := D3D11_Shader {
  480. constants = d3d_constants[:],
  481. constant_buffers = d3d_constant_buffers[:],
  482. samplers = d3d_samplers[:],
  483. vertex_shader = vertex_shader,
  484. pixel_shader = pixel_shader,
  485. input_layout = input_layout,
  486. texture_bindings = d3d_texture_bindings[:],
  487. }
  488. h := hm.add(&s.shaders, d3d_shd)
  489. return h, desc
  490. }
  491. D3D11_Shader_Type :: enum {
  492. Vertex,
  493. Pixel,
  494. }
  495. reflect_shader_constants :: proc(
  496. d3d_desc: d3d11.SHADER_DESC,
  497. ref: ^d3d11.IShaderReflection,
  498. constant_descs: ^[dynamic]Shader_Constant_Desc,
  499. d3d_constants: ^[dynamic]D3D11_Shader_Constant,
  500. d3d_constant_buffers: ^[dynamic]D3D11_Shader_Constant_Buffer,
  501. samplers: ^[dynamic]D3D11_Sampler,
  502. d3d_texture_bindings: ^[dynamic]D3D11_Texture_Binding,
  503. texture_bindpoint_descs: ^[dynamic]Shader_Texture_Bindpoint_Desc,
  504. desc_allocator: runtime.Allocator,
  505. shader_type: D3D11_Shader_Type,
  506. ) {
  507. for br_idx in 0..<d3d_desc.BoundResources {
  508. bind_desc: d3d11.SHADER_INPUT_BIND_DESC
  509. ref->GetResourceBindingDesc(br_idx, &bind_desc)
  510. #partial switch bind_desc.Type {
  511. case .SAMPLER:
  512. smp_obj := D3D11_Sampler {
  513. bind_point = bind_desc.BindPoint,
  514. }
  515. sampler_desc := d3d11.SAMPLER_DESC{
  516. Filter = .MIN_MAG_MIP_POINT,
  517. AddressU = .WRAP,
  518. AddressV = .WRAP,
  519. AddressW = .WRAP,
  520. ComparisonFunc = .NEVER,
  521. }
  522. s.device->CreateSamplerState(&sampler_desc, &smp_obj.sampler)
  523. smp_obj.sampler->AddRef()
  524. append(samplers, smp_obj)
  525. case .TEXTURE:
  526. append(d3d_texture_bindings, D3D11_Texture_Binding {
  527. bind_point = bind_desc.BindPoint,
  528. })
  529. append(texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  530. name = strings.clone_from_cstring(bind_desc.Name, desc_allocator),
  531. })
  532. case .CBUFFER:
  533. cb_info := ref->GetConstantBufferByName(bind_desc.Name)
  534. if cb_info == nil {
  535. continue
  536. }
  537. cb_desc: d3d11.SHADER_BUFFER_DESC
  538. cb_info->GetDesc(&cb_desc)
  539. if cb_desc.Size == 0 {
  540. continue
  541. }
  542. constant_buffer_desc := d3d11.BUFFER_DESC{
  543. ByteWidth = cb_desc.Size,
  544. Usage = .DYNAMIC,
  545. BindFlags = {.CONSTANT_BUFFER},
  546. CPUAccessFlags = {.WRITE},
  547. }
  548. buffer_idx := -1
  549. for &existing, existing_idx in d3d_constant_buffers {
  550. if existing.bind_point == bind_desc.BindPoint {
  551. existing.bound_shaders += {shader_type}
  552. buffer_idx = existing_idx
  553. break
  554. }
  555. }
  556. if buffer_idx == -1 {
  557. buffer_idx = len(d3d_constant_buffers)
  558. buf := D3D11_Shader_Constant_Buffer {
  559. bound_shaders = {shader_type},
  560. }
  561. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &buf.gpu_data))
  562. buf.size = int(cb_desc.Size)
  563. buf.bind_point = bind_desc.BindPoint
  564. append(d3d_constant_buffers, buf)
  565. }
  566. for var_idx in 0..<cb_desc.Variables {
  567. var_info := cb_info->GetVariableByIndex(var_idx)
  568. if var_info == nil {
  569. continue
  570. }
  571. var_desc: d3d11.SHADER_VARIABLE_DESC
  572. var_info->GetDesc(&var_desc)
  573. if var_desc.Name != "" {
  574. append(constant_descs, Shader_Constant_Desc {
  575. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  576. size = int(var_desc.Size),
  577. })
  578. append(d3d_constants, D3D11_Shader_Constant {
  579. buffer_idx = u32(buffer_idx),
  580. offset = var_desc.StartOffset,
  581. })
  582. }
  583. }
  584. case:
  585. log.errorf("Type is %v", bind_desc.Type)
  586. }
  587. }
  588. }
  589. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  590. shd := hm.get(&s.shaders, h)
  591. if shd == nil {
  592. log.errorf("Invalid shader: %v", h)
  593. return
  594. }
  595. shd.input_layout->Release()
  596. shd.vertex_shader->Release()
  597. shd.pixel_shader->Release()
  598. for c in shd.constant_buffers {
  599. if c.gpu_data != nil {
  600. c.gpu_data->Release()
  601. }
  602. }
  603. for s in shd.samplers {
  604. s.sampler->Release()
  605. }
  606. delete(shd.constant_buffers, s.allocator)
  607. hm.remove(&s.shaders, h)
  608. }
  609. // API END
  610. s: ^D3D11_State
  611. D3D11_Shader_Constant_Buffer :: struct {
  612. gpu_data: ^d3d11.IBuffer,
  613. size: int,
  614. bound_shaders: bit_set[D3D11_Shader_Type],
  615. bind_point: u32,
  616. }
  617. D3D11_Texture_Binding :: struct {
  618. bind_point: u32,
  619. }
  620. D3D11_Shader_Constant :: struct {
  621. buffer_idx: u32,
  622. offset: u32,
  623. }
  624. D3D11_Sampler :: struct {
  625. bind_point: u32,
  626. sampler: ^d3d11.ISamplerState,
  627. }
  628. D3D11_Shader :: struct {
  629. handle: Shader_Handle,
  630. vertex_shader: ^d3d11.IVertexShader,
  631. pixel_shader: ^d3d11.IPixelShader,
  632. input_layout: ^d3d11.IInputLayout,
  633. constant_buffers: []D3D11_Shader_Constant_Buffer,
  634. constants: []D3D11_Shader_Constant,
  635. samplers: []D3D11_Sampler,
  636. texture_bindings: []D3D11_Texture_Binding,
  637. }
  638. D3D11_State :: struct {
  639. allocator: runtime.Allocator,
  640. window_handle: dxgi.HWND,
  641. width: int,
  642. height: int,
  643. dxgi_adapter: ^dxgi.IAdapter,
  644. swapchain: ^dxgi.ISwapChain1,
  645. framebuffer_view: ^d3d11.IRenderTargetView,
  646. depth_buffer_view: ^d3d11.IDepthStencilView,
  647. device_context: ^d3d11.IDeviceContext,
  648. depth_stencil_state: ^d3d11.IDepthStencilState,
  649. rasterizer_state: ^d3d11.IRasterizerState,
  650. device: ^d3d11.IDevice,
  651. depth_buffer: ^d3d11.ITexture2D,
  652. framebuffer: ^d3d11.ITexture2D,
  653. blend_state: ^d3d11.IBlendState,
  654. sampler_state: ^d3d11.ISamplerState,
  655. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  656. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  657. info_queue: ^d3d11.IInfoQueue,
  658. vertex_buffer_gpu: ^d3d11.IBuffer,
  659. all_samplers: map[^d3d11.ISamplerState]struct{},
  660. }
  661. create_swapchain :: proc(w, h: int) {
  662. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  663. Width = u32(w),
  664. Height = u32(h),
  665. Format = .B8G8R8A8_UNORM,
  666. SampleDesc = {
  667. Count = 1,
  668. },
  669. BufferUsage = {.RENDER_TARGET_OUTPUT},
  670. BufferCount = 2,
  671. Scaling = .STRETCH,
  672. SwapEffect = .DISCARD,
  673. }
  674. dxgi_factory: ^dxgi.IFactory2
  675. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  676. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  677. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  678. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  679. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  680. s.framebuffer->GetDesc(&depth_buffer_desc)
  681. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  682. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  683. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  684. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  685. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  686. }
  687. D3D11_Texture :: struct {
  688. handle: Texture_Handle,
  689. tex: ^d3d11.ITexture2D,
  690. view: ^d3d11.IShaderResourceView,
  691. format: Pixel_Format,
  692. }
  693. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  694. switch f {
  695. case .Unknown: return .UNKNOWN
  696. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  697. case .RGB_32_Float: return .R32G32B32_FLOAT
  698. case .RG_32_Float: return .R32G32_FLOAT
  699. case .R_32_Float: return .R32_FLOAT
  700. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  701. case .RG_8_Norm: return .R8G8_UNORM
  702. case .R_8_Norm: return .R8_UNORM
  703. case .R_8_UInt: return .R8_UINT
  704. }
  705. log.error("Unknown format")
  706. return .UNKNOWN
  707. }
  708. // CHeck win errors and print message log if there is any error
  709. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  710. if hr >= 0 {
  711. return hr
  712. }
  713. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  714. log_messages(loc)
  715. return hr
  716. }
  717. log_messages :: proc(loc := #caller_location) {
  718. iq := s.info_queue
  719. if iq == nil {
  720. return
  721. }
  722. n := iq->GetNumStoredMessages()
  723. longest_msg: d3d11.SIZE_T
  724. for i in 0..=n {
  725. msglen: d3d11.SIZE_T
  726. iq->GetMessage(i, nil, &msglen)
  727. if msglen > longest_msg {
  728. longest_msg = msglen
  729. }
  730. }
  731. if longest_msg > 0 {
  732. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  733. for i in 0..=n {
  734. msglen: d3d11.SIZE_T
  735. iq->GetMessage(i, nil, &msglen)
  736. if msglen > 0 {
  737. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  738. iq->GetMessage(i, msg, &msglen)
  739. log.error(msg.pDescription, location = loc)
  740. }
  741. }
  742. }
  743. iq->ClearStoredMessages()
  744. }
  745. DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
  746. d3d11_default_shader_vertex_source :: proc() -> string {
  747. return string(DEFAULT_SHADER_SOURCE)
  748. }
  749. d3d11_default_shader_fragment_source :: proc() -> string {
  750. return string(DEFAULT_SHADER_SOURCE)
  751. }