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. if s.odd_frame {
  161. s.vertex_buffer_offset = 0
  162. }
  163. s.odd_frame = !s.odd_frame
  164. }
  165. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  166. if len(vertex_buffer) == 0 {
  167. return
  168. }
  169. d3d_shd := hm.get(&s.shaders, shd.handle)
  170. if d3d_shd == nil {
  171. return
  172. }
  173. viewport := d3d11.VIEWPORT{
  174. 0, 0,
  175. f32(s.width), f32(s.height),
  176. 0, 1,
  177. }
  178. dc := s.device_context
  179. vb_data: d3d11.MAPPED_SUBRESOURCE
  180. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  181. {
  182. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  183. copy(
  184. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  185. vertex_buffer,
  186. )
  187. }
  188. dc->Unmap(s.vertex_buffer_gpu, 0)
  189. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  190. dc->IASetInputLayout(d3d_shd.input_layout)
  191. vertex_buffer_offset := u32(s.vertex_buffer_offset)
  192. vertex_buffer_stride := u32(shd.vertex_size)
  193. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  194. for mloc, builtin in shd.constant_builtin_locations {
  195. loc, loc_ok := mloc.?
  196. if !loc_ok {
  197. continue
  198. }
  199. switch builtin {
  200. case .MVP:
  201. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  202. dst^ = view_proj
  203. }
  204. }
  205. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  206. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  207. for cb_idx in 0..<len(shd.constant_buffers) {
  208. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  209. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  210. if gpu_data == nil {
  211. continue
  212. }
  213. cb_data: d3d11.MAPPED_SUBRESOURCE
  214. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  215. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  216. dc->Unmap(gpu_data, 0)
  217. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  218. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  219. }
  220. dc->RSSetViewports(1, &viewport)
  221. dc->RSSetState(s.rasterizer_state)
  222. scissor_rect := d3d11.RECT {
  223. right = i32(s.width),
  224. bottom = i32(s.height),
  225. }
  226. if sciss, sciss_ok := scissor.?; sciss_ok {
  227. scissor_rect = d3d11.RECT {
  228. left = i32(sciss.x),
  229. top = i32(sciss.y),
  230. right = i32(sciss.x + sciss.w),
  231. bottom = i32(sciss.y + sciss.h),
  232. }
  233. }
  234. dc->RSSetScissorRects(1, &scissor_rect)
  235. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  236. if t := hm.get(&s.textures, texture); t != nil {
  237. dc->PSSetShaderResources(0, 1, &t.view)
  238. }
  239. dc->PSSetSamplers(0, 1, &s.sampler_state)
  240. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  241. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  242. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  243. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  244. s.vertex_buffer_offset += len(vertex_buffer)
  245. log_messages()
  246. }
  247. d3d11_resize_swapchain :: proc(w, h: int) {
  248. s.depth_buffer->Release()
  249. s.depth_buffer_view->Release()
  250. s.framebuffer->Release()
  251. s.framebuffer_view->Release()
  252. s.swapchain->Release()
  253. s.width = w
  254. s.height = h
  255. create_swapchain(w, h)
  256. }
  257. d3d11_get_swapchain_width :: proc() -> int {
  258. return s.width
  259. }
  260. d3d11_get_swapchain_height :: proc() -> int {
  261. return s.height
  262. }
  263. d3d11_set_internal_state :: proc(state: rawptr) {
  264. s = (^D3D11_State)(state)
  265. }
  266. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  267. texture_desc := d3d11.TEXTURE2D_DESC{
  268. Width = u32(width),
  269. Height = u32(height),
  270. MipLevels = 1,
  271. ArraySize = 1,
  272. // TODO: _SRGB or not?
  273. Format = .R8G8B8A8_UNORM,
  274. SampleDesc = {Count = 1},
  275. Usage = .IMMUTABLE,
  276. BindFlags = {.SHADER_RESOURCE},
  277. }
  278. texture_data := d3d11.SUBRESOURCE_DATA{
  279. pSysMem = raw_data(data),
  280. SysMemPitch = u32(width * 4),
  281. }
  282. texture: ^d3d11.ITexture2D
  283. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  284. texture_view: ^d3d11.IShaderResourceView
  285. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  286. tex := D3D11_Texture {
  287. tex = texture,
  288. view = texture_view,
  289. }
  290. return hm.add(&s.textures, tex)
  291. }
  292. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  293. if t := hm.get(&s.textures, th); t != nil {
  294. t.tex->Release()
  295. t.view->Release()
  296. }
  297. hm.remove(&s.textures, th)
  298. }
  299. d3d11_load_shader :: proc(shader_source: string, desc_allocator := context.temp_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  300. vs_blob: ^d3d11.IBlob
  301. vs_blob_errors: ^d3d11.IBlob
  302. 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))
  303. if vs_blob_errors != nil {
  304. log.error("Failed compiling shader:")
  305. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  306. return
  307. }
  308. vertex_shader: ^d3d11.IVertexShader
  309. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  310. ref: ^d3d11.IShaderReflection
  311. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  312. d3d_shd: D3D11_Shader
  313. d3d_desc: d3d11.SHADER_DESC
  314. ch(ref->GetDesc(&d3d_desc))
  315. {
  316. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  317. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  318. for in_idx in 0..<d3d_desc.InputParameters {
  319. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  320. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  321. log.errorf("Invalid shader input: %v", in_idx)
  322. continue
  323. }
  324. type: Shader_Input_Type
  325. if in_desc.SemanticIndex > 0 {
  326. log.errorf("Matrix shader input types not yet implemented")
  327. continue
  328. }
  329. switch in_desc.ComponentType {
  330. case .UNKNOWN: log.errorf("Unknown component type")
  331. case .UINT32: log.errorf("Not implemented")
  332. case .SINT32: log.errorf("Not implemented")
  333. case .FLOAT32:
  334. switch in_desc.Mask {
  335. case 0: log.errorf("Invalid input mask"); continue
  336. case 1: type = .F32
  337. case 3: type = .Vec2
  338. case 7: type = .Vec3
  339. case 15: type = .Vec4
  340. }
  341. }
  342. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  343. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  344. desc.inputs[in_idx] = {
  345. name = name,
  346. register = int(in_idx),
  347. format = format,
  348. type = type,
  349. }
  350. }
  351. }
  352. {
  353. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  354. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  355. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  356. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  357. if cb_info == nil {
  358. continue
  359. }
  360. cb_desc: d3d11.SHADER_BUFFER_DESC
  361. cb_info->GetDesc(&cb_desc)
  362. if cb_desc.Size == 0 {
  363. continue
  364. }
  365. constant_buffer_desc := d3d11.BUFFER_DESC{
  366. ByteWidth = cb_desc.Size,
  367. Usage = .DYNAMIC,
  368. BindFlags = {.CONSTANT_BUFFER},
  369. CPUAccessFlags = {.WRITE},
  370. }
  371. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  372. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  373. desc.constant_buffers[cb_idx].variables = variables
  374. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  375. for var_idx in 0..<cb_desc.Variables {
  376. var_info := cb_info->GetVariableByIndex(var_idx)
  377. if var_info == nil {
  378. continue
  379. }
  380. var_desc: d3d11.SHADER_VARIABLE_DESC
  381. var_info->GetDesc(&var_desc)
  382. if var_desc.Name != "" {
  383. variables[var_idx] = {
  384. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  385. loc = {
  386. buffer_idx = cb_idx,
  387. offset = var_desc.StartOffset,
  388. },
  389. }
  390. }
  391. }
  392. }
  393. }
  394. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), context.temp_allocator)
  395. for idx in 0..<len(desc.inputs) {
  396. input := desc.inputs[idx]
  397. input_layout_desc[idx] = {
  398. SemanticName = temp_cstring(input.name),
  399. Format = dxgi_format_from_pixel_format(input.format),
  400. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  401. InputSlotClass = .VERTEX_DATA,
  402. }
  403. }
  404. input_layout: ^d3d11.IInputLayout
  405. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  406. ps_blob: ^d3d11.IBlob
  407. ps_blob_errors: ^d3d11.IBlob
  408. 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))
  409. if ps_blob_errors != nil {
  410. log.error("Failed compiling shader:")
  411. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  412. }
  413. pixel_shader: ^d3d11.IPixelShader
  414. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  415. d3d_shd.vertex_shader = vertex_shader
  416. d3d_shd.pixel_shader = pixel_shader
  417. d3d_shd.input_layout = input_layout
  418. h := hm.add(&s.shaders, d3d_shd)
  419. return h, desc
  420. }
  421. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  422. shd := hm.get(&s.shaders, h)
  423. if shd == nil {
  424. log.error("Invalid shader %v", h)
  425. return
  426. }
  427. shd.input_layout->Release()
  428. shd.vertex_shader->Release()
  429. shd.pixel_shader->Release()
  430. for c in shd.constant_buffers {
  431. if c.gpu_data != nil {
  432. c.gpu_data->Release()
  433. }
  434. }
  435. delete(shd.constant_buffers, s.allocator)
  436. hm.remove(&s.shaders, h)
  437. }
  438. // API END
  439. s: ^D3D11_State
  440. D3D11_Shader_Constant_Buffer :: struct {
  441. gpu_data: ^d3d11.IBuffer,
  442. }
  443. D3D11_Shader :: struct {
  444. handle: Shader_Handle,
  445. vertex_shader: ^d3d11.IVertexShader,
  446. pixel_shader: ^d3d11.IPixelShader,
  447. input_layout: ^d3d11.IInputLayout,
  448. constant_buffers: []D3D11_Shader_Constant_Buffer,
  449. }
  450. D3D11_State :: struct {
  451. allocator: runtime.Allocator,
  452. window_handle: dxgi.HWND,
  453. width: int,
  454. height: int,
  455. dxgi_adapter: ^dxgi.IAdapter,
  456. swapchain: ^dxgi.ISwapChain1,
  457. framebuffer_view: ^d3d11.IRenderTargetView,
  458. depth_buffer_view: ^d3d11.IDepthStencilView,
  459. device_context: ^d3d11.IDeviceContext,
  460. depth_stencil_state: ^d3d11.IDepthStencilState,
  461. rasterizer_state: ^d3d11.IRasterizerState,
  462. device: ^d3d11.IDevice,
  463. depth_buffer: ^d3d11.ITexture2D,
  464. framebuffer: ^d3d11.ITexture2D,
  465. blend_state: ^d3d11.IBlendState,
  466. sampler_state: ^d3d11.ISamplerState,
  467. // 0 or 1
  468. odd_frame: bool,
  469. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  470. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  471. info_queue: ^d3d11.IInfoQueue,
  472. vertex_buffer_gpu: ^d3d11.IBuffer,
  473. vertex_buffer_offset: int,
  474. }
  475. create_swapchain :: proc(w, h: int) {
  476. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  477. Width = u32(w),
  478. Height = u32(h),
  479. Format = .B8G8R8A8_UNORM,
  480. SampleDesc = {
  481. Count = 1,
  482. },
  483. BufferUsage = {.RENDER_TARGET_OUTPUT},
  484. BufferCount = 2,
  485. Scaling = .STRETCH,
  486. SwapEffect = .DISCARD,
  487. }
  488. dxgi_factory: ^dxgi.IFactory2
  489. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  490. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  491. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  492. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  493. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  494. s.framebuffer->GetDesc(&depth_buffer_desc)
  495. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  496. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  497. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  498. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  499. }
  500. Color_F32 :: [4]f32
  501. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  502. return {
  503. f32(color.r) / 255,
  504. f32(color.g) / 255,
  505. f32(color.b) / 255,
  506. f32(color.a) / 255,
  507. }
  508. }
  509. D3D11_Texture :: struct {
  510. handle: Texture_Handle,
  511. tex: ^d3d11.ITexture2D,
  512. view: ^d3d11.IShaderResourceView,
  513. }
  514. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  515. switch f {
  516. case .Unknown: return .UNKNOWN
  517. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  518. case .RGB_32_Float: return .R32G32B32_FLOAT
  519. case .RG_32_Float: return .R32G32_FLOAT
  520. case .R_32_Float: return .R32_FLOAT
  521. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  522. case .RG_8_Norm: return .R8G8_UNORM
  523. case .R_8_Norm: return .R8_UNORM
  524. }
  525. log.error("Unknown format")
  526. return .UNKNOWN
  527. }
  528. // CHeck win errors and print message log if there is any error
  529. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  530. if hr >= 0 {
  531. return hr
  532. }
  533. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  534. log_messages(loc)
  535. return hr
  536. }
  537. log_messages :: proc(loc := #caller_location) {
  538. iq := s.info_queue
  539. if iq == nil {
  540. return
  541. }
  542. n := iq->GetNumStoredMessages()
  543. longest_msg: d3d11.SIZE_T
  544. for i in 0..=n {
  545. msglen: d3d11.SIZE_T
  546. iq->GetMessage(i, nil, &msglen)
  547. if msglen > longest_msg {
  548. longest_msg = msglen
  549. }
  550. }
  551. if longest_msg > 0 {
  552. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  553. for i in 0..=n {
  554. msglen: d3d11.SIZE_T
  555. iq->GetMessage(i, nil, &msglen)
  556. if msglen > 0 {
  557. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  558. iq->GetMessage(i, msg, &msglen)
  559. log.error(msg.pDescription, location = loc)
  560. }
  561. }
  562. }
  563. iq->ClearStoredMessages()
  564. }