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. update_texture = d3d11_update_texture,
  18. destroy_texture = d3d11_destroy_texture,
  19. load_shader = d3d11_load_shader,
  20. destroy_shader = d3d11_destroy_shader,
  21. }
  22. import d3d11 "vendor:directx/d3d11"
  23. import dxgi "vendor:directx/dxgi"
  24. import "vendor:directx/d3d_compiler"
  25. import "core:strings"
  26. import "core:log"
  27. import "core:slice"
  28. import "core:mem"
  29. import hm "handle_map"
  30. import "base:runtime"
  31. d3d11_state_size :: proc() -> int {
  32. return size_of(D3D11_State)
  33. }
  34. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  35. s = (^D3D11_State)(state)
  36. s.allocator = allocator
  37. s.window_handle = dxgi.HWND(window_handle)
  38. s.width = swapchain_width
  39. s.height = swapchain_height
  40. feature_levels := [?]d3d11.FEATURE_LEVEL{
  41. ._11_1,
  42. ._11_0,
  43. }
  44. base_device: ^d3d11.IDevice
  45. base_device_context: ^d3d11.IDeviceContext
  46. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  47. .BGRA_SUPPORT,
  48. }
  49. when ODIN_DEBUG {
  50. device_flags := base_device_flags + { .DEBUG }
  51. device_err := ch(d3d11.CreateDevice(
  52. nil,
  53. .HARDWARE,
  54. nil,
  55. device_flags,
  56. &feature_levels[0], len(feature_levels),
  57. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  58. if u32(device_err) == 0x887a002d {
  59. 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).")
  60. ch(d3d11.CreateDevice(
  61. nil,
  62. .HARDWARE,
  63. nil,
  64. base_device_flags,
  65. &feature_levels[0], len(feature_levels),
  66. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  67. } else {
  68. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  69. }
  70. } else {
  71. ch(d3d11.CreateDevice(
  72. nil,
  73. .HARDWARE,
  74. nil,
  75. base_device_flags,
  76. &feature_levels[0], len(feature_levels),
  77. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  78. }
  79. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  80. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  81. dxgi_device: ^dxgi.IDevice
  82. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  83. base_device->Release()
  84. base_device_context->Release()
  85. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  86. create_swapchain(swapchain_width, swapchain_height)
  87. rasterizer_desc := d3d11.RASTERIZER_DESC{
  88. FillMode = .SOLID,
  89. CullMode = .BACK,
  90. ScissorEnable = true,
  91. }
  92. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  93. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  94. DepthEnable = false,
  95. DepthWriteMask = .ALL,
  96. DepthFunc = .LESS,
  97. }
  98. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  99. vertex_buffer_desc := d3d11.BUFFER_DESC{
  100. ByteWidth = VERTEX_BUFFER_MAX,
  101. Usage = .DYNAMIC,
  102. BindFlags = {.VERTEX_BUFFER},
  103. CPUAccessFlags = {.WRITE},
  104. }
  105. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  106. blend_desc := d3d11.BLEND_DESC {
  107. RenderTarget = {
  108. 0 = {
  109. BlendEnable = true,
  110. SrcBlend = .SRC_ALPHA,
  111. DestBlend = .INV_SRC_ALPHA,
  112. BlendOp = .ADD,
  113. SrcBlendAlpha = .ONE,
  114. DestBlendAlpha = .ZERO,
  115. BlendOpAlpha = .ADD,
  116. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  117. },
  118. },
  119. }
  120. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  121. sampler_desc := d3d11.SAMPLER_DESC{
  122. Filter = .MIN_MAG_MIP_POINT,
  123. AddressU = .WRAP,
  124. AddressV = .WRAP,
  125. AddressW = .WRAP,
  126. ComparisonFunc = .NEVER,
  127. }
  128. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  129. }
  130. d3d11_shutdown :: proc() {
  131. s.sampler_state->Release()
  132. s.framebuffer_view->Release()
  133. s.depth_buffer_view->Release()
  134. s.depth_buffer->Release()
  135. s.framebuffer->Release()
  136. s.device_context->Release()
  137. s.vertex_buffer_gpu->Release()
  138. s.depth_stencil_state->Release()
  139. s.rasterizer_state->Release()
  140. s.swapchain->Release()
  141. s.blend_state->Release()
  142. s.dxgi_adapter->Release()
  143. when ODIN_DEBUG {
  144. debug: ^d3d11.IDebug
  145. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  146. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  147. log_messages()
  148. }
  149. debug->Release()
  150. }
  151. s.device->Release()
  152. s.info_queue->Release()
  153. }
  154. d3d11_clear :: proc(color: Color) {
  155. c := f32_color_from_color(color)
  156. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  157. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  158. }
  159. d3d11_present :: proc() {
  160. ch(s.swapchain->Present(1, {}))
  161. }
  162. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  163. if len(vertex_buffer) == 0 {
  164. return
  165. }
  166. d3d_shd := hm.get(&s.shaders, shd.handle)
  167. if d3d_shd == nil {
  168. return
  169. }
  170. viewport := d3d11.VIEWPORT{
  171. 0, 0,
  172. f32(s.width), f32(s.height),
  173. 0, 1,
  174. }
  175. dc := s.device_context
  176. vb_data: d3d11.MAPPED_SUBRESOURCE
  177. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  178. {
  179. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  180. copy(
  181. gpu_map,
  182. vertex_buffer,
  183. )
  184. }
  185. dc->Unmap(s.vertex_buffer_gpu, 0)
  186. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  187. dc->IASetInputLayout(d3d_shd.input_layout)
  188. vertex_buffer_offset: u32
  189. vertex_buffer_stride := u32(shd.vertex_size)
  190. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  191. for mloc, builtin in shd.constant_builtin_locations {
  192. loc, loc_ok := mloc.?
  193. if !loc_ok {
  194. continue
  195. }
  196. switch builtin {
  197. case .MVP:
  198. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  199. dst^ = view_proj
  200. }
  201. }
  202. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  203. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  204. for cb_idx in 0..<len(shd.constant_buffers) {
  205. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  206. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  207. if gpu_data == nil {
  208. continue
  209. }
  210. cb_data: d3d11.MAPPED_SUBRESOURCE
  211. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  212. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  213. dc->Unmap(gpu_data, 0)
  214. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  215. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  216. }
  217. dc->RSSetViewports(1, &viewport)
  218. dc->RSSetState(s.rasterizer_state)
  219. scissor_rect := d3d11.RECT {
  220. right = i32(s.width),
  221. bottom = i32(s.height),
  222. }
  223. if sciss, sciss_ok := scissor.?; sciss_ok {
  224. scissor_rect = d3d11.RECT {
  225. left = i32(sciss.x),
  226. top = i32(sciss.y),
  227. right = i32(sciss.x + sciss.w),
  228. bottom = i32(sciss.y + sciss.h),
  229. }
  230. }
  231. dc->RSSetScissorRects(1, &scissor_rect)
  232. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  233. if t := hm.get(&s.textures, texture); t != nil {
  234. dc->PSSetShaderResources(0, 1, &t.view)
  235. }
  236. dc->PSSetSamplers(0, 1, &s.sampler_state)
  237. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  238. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  239. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  240. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  241. log_messages()
  242. }
  243. d3d11_resize_swapchain :: proc(w, h: int) {
  244. s.depth_buffer->Release()
  245. s.depth_buffer_view->Release()
  246. s.framebuffer->Release()
  247. s.framebuffer_view->Release()
  248. s.swapchain->Release()
  249. s.width = w
  250. s.height = h
  251. create_swapchain(w, h)
  252. }
  253. d3d11_get_swapchain_width :: proc() -> int {
  254. return s.width
  255. }
  256. d3d11_get_swapchain_height :: proc() -> int {
  257. return s.height
  258. }
  259. d3d11_set_internal_state :: proc(state: rawptr) {
  260. s = (^D3D11_State)(state)
  261. }
  262. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  263. texture_desc := d3d11.TEXTURE2D_DESC{
  264. Width = u32(width),
  265. Height = u32(height),
  266. MipLevels = 1,
  267. ArraySize = 1,
  268. // TODO: _SRGB or not?
  269. Format = dxgi_format_from_pixel_format(format),
  270. SampleDesc = {Count = 1},
  271. Usage = .DEFAULT,
  272. BindFlags = {.SHADER_RESOURCE},
  273. }
  274. texture_data := d3d11.SUBRESOURCE_DATA{
  275. pSysMem = raw_data(data),
  276. SysMemPitch = u32(width * pixel_format_size(format)),
  277. }
  278. texture: ^d3d11.ITexture2D
  279. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  280. texture_view: ^d3d11.IShaderResourceView
  281. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  282. tex := D3D11_Texture {
  283. tex = texture,
  284. format = format,
  285. view = texture_view,
  286. }
  287. return hm.add(&s.textures, tex)
  288. }
  289. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  290. tex := hm.get(&s.textures, th)
  291. if tex == nil {
  292. return false
  293. }
  294. box := d3d11.BOX {
  295. left = u32(rect.x),
  296. top = u32(rect.y),
  297. bottom = u32(rect.y + rect.h),
  298. right = u32(rect.x + rect.w),
  299. back = 1,
  300. front = 0,
  301. }
  302. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  303. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  304. return true
  305. }
  306. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  307. if t := hm.get(&s.textures, th); t != nil {
  308. t.tex->Release()
  309. t.view->Release()
  310. }
  311. hm.remove(&s.textures, th)
  312. }
  313. d3d11_load_shader :: proc(shader_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  314. vs_blob: ^d3d11.IBlob
  315. vs_blob_errors: ^d3d11.IBlob
  316. 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))
  317. if vs_blob_errors != nil {
  318. log.error("Failed compiling shader:")
  319. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  320. return
  321. }
  322. vertex_shader: ^d3d11.IVertexShader
  323. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  324. ref: ^d3d11.IShaderReflection
  325. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  326. d3d_shd: D3D11_Shader
  327. d3d_desc: d3d11.SHADER_DESC
  328. ch(ref->GetDesc(&d3d_desc))
  329. {
  330. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  331. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  332. for in_idx in 0..<d3d_desc.InputParameters {
  333. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  334. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  335. log.errorf("Invalid shader input: %v", in_idx)
  336. continue
  337. }
  338. type: Shader_Input_Type
  339. if in_desc.SemanticIndex > 0 {
  340. log.errorf("Matrix shader input types not yet implemented")
  341. continue
  342. }
  343. switch in_desc.ComponentType {
  344. case .UNKNOWN: log.errorf("Unknown component type")
  345. case .UINT32: log.errorf("Not implemented")
  346. case .SINT32: log.errorf("Not implemented")
  347. case .FLOAT32:
  348. switch in_desc.Mask {
  349. case 0: log.errorf("Invalid input mask"); continue
  350. case 1: type = .F32
  351. case 3: type = .Vec2
  352. case 7: type = .Vec3
  353. case 15: type = .Vec4
  354. }
  355. }
  356. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  357. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  358. desc.inputs[in_idx] = {
  359. name = name,
  360. register = int(in_idx),
  361. format = format,
  362. type = type,
  363. }
  364. }
  365. }
  366. {
  367. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  368. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  369. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  370. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  371. if cb_info == nil {
  372. continue
  373. }
  374. cb_desc: d3d11.SHADER_BUFFER_DESC
  375. cb_info->GetDesc(&cb_desc)
  376. if cb_desc.Size == 0 {
  377. continue
  378. }
  379. constant_buffer_desc := d3d11.BUFFER_DESC{
  380. ByteWidth = cb_desc.Size,
  381. Usage = .DYNAMIC,
  382. BindFlags = {.CONSTANT_BUFFER},
  383. CPUAccessFlags = {.WRITE},
  384. }
  385. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  386. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  387. desc.constant_buffers[cb_idx].variables = variables
  388. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  389. for var_idx in 0..<cb_desc.Variables {
  390. var_info := cb_info->GetVariableByIndex(var_idx)
  391. if var_info == nil {
  392. continue
  393. }
  394. var_desc: d3d11.SHADER_VARIABLE_DESC
  395. var_info->GetDesc(&var_desc)
  396. if var_desc.Name != "" {
  397. variables[var_idx] = {
  398. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  399. loc = {
  400. buffer_idx = cb_idx,
  401. offset = var_desc.StartOffset,
  402. },
  403. }
  404. }
  405. }
  406. }
  407. }
  408. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  409. for idx in 0..<len(desc.inputs) {
  410. input := desc.inputs[idx]
  411. input_layout_desc[idx] = {
  412. SemanticName = frame_cstring(input.name),
  413. Format = dxgi_format_from_pixel_format(input.format),
  414. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  415. InputSlotClass = .VERTEX_DATA,
  416. }
  417. }
  418. input_layout: ^d3d11.IInputLayout
  419. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  420. ps_blob: ^d3d11.IBlob
  421. ps_blob_errors: ^d3d11.IBlob
  422. 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))
  423. if ps_blob_errors != nil {
  424. log.error("Failed compiling shader:")
  425. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  426. }
  427. pixel_shader: ^d3d11.IPixelShader
  428. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  429. d3d_shd.vertex_shader = vertex_shader
  430. d3d_shd.pixel_shader = pixel_shader
  431. d3d_shd.input_layout = input_layout
  432. h := hm.add(&s.shaders, d3d_shd)
  433. return h, desc
  434. }
  435. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  436. shd := hm.get(&s.shaders, h)
  437. if shd == nil {
  438. log.error("Invalid shader %v", h)
  439. return
  440. }
  441. shd.input_layout->Release()
  442. shd.vertex_shader->Release()
  443. shd.pixel_shader->Release()
  444. for c in shd.constant_buffers {
  445. if c.gpu_data != nil {
  446. c.gpu_data->Release()
  447. }
  448. }
  449. delete(shd.constant_buffers, s.allocator)
  450. hm.remove(&s.shaders, h)
  451. }
  452. // API END
  453. s: ^D3D11_State
  454. D3D11_Shader_Constant_Buffer :: struct {
  455. gpu_data: ^d3d11.IBuffer,
  456. }
  457. D3D11_Shader :: struct {
  458. handle: Shader_Handle,
  459. vertex_shader: ^d3d11.IVertexShader,
  460. pixel_shader: ^d3d11.IPixelShader,
  461. input_layout: ^d3d11.IInputLayout,
  462. constant_buffers: []D3D11_Shader_Constant_Buffer,
  463. }
  464. D3D11_State :: struct {
  465. allocator: runtime.Allocator,
  466. window_handle: dxgi.HWND,
  467. width: int,
  468. height: int,
  469. dxgi_adapter: ^dxgi.IAdapter,
  470. swapchain: ^dxgi.ISwapChain1,
  471. framebuffer_view: ^d3d11.IRenderTargetView,
  472. depth_buffer_view: ^d3d11.IDepthStencilView,
  473. device_context: ^d3d11.IDeviceContext,
  474. depth_stencil_state: ^d3d11.IDepthStencilState,
  475. rasterizer_state: ^d3d11.IRasterizerState,
  476. device: ^d3d11.IDevice,
  477. depth_buffer: ^d3d11.ITexture2D,
  478. framebuffer: ^d3d11.ITexture2D,
  479. blend_state: ^d3d11.IBlendState,
  480. sampler_state: ^d3d11.ISamplerState,
  481. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  482. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  483. info_queue: ^d3d11.IInfoQueue,
  484. vertex_buffer_gpu: ^d3d11.IBuffer,
  485. }
  486. create_swapchain :: proc(w, h: int) {
  487. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  488. Width = u32(w),
  489. Height = u32(h),
  490. Format = .B8G8R8A8_UNORM,
  491. SampleDesc = {
  492. Count = 1,
  493. },
  494. BufferUsage = {.RENDER_TARGET_OUTPUT},
  495. BufferCount = 2,
  496. Scaling = .STRETCH,
  497. SwapEffect = .DISCARD,
  498. }
  499. dxgi_factory: ^dxgi.IFactory2
  500. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  501. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  502. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  503. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  504. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  505. s.framebuffer->GetDesc(&depth_buffer_desc)
  506. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  507. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  508. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  509. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  510. }
  511. Color_F32 :: [4]f32
  512. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  513. return {
  514. f32(color.r) / 255,
  515. f32(color.g) / 255,
  516. f32(color.b) / 255,
  517. f32(color.a) / 255,
  518. }
  519. }
  520. D3D11_Texture :: struct {
  521. handle: Texture_Handle,
  522. tex: ^d3d11.ITexture2D,
  523. view: ^d3d11.IShaderResourceView,
  524. format: Pixel_Format,
  525. }
  526. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  527. switch f {
  528. case .Unknown: return .UNKNOWN
  529. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  530. case .RGB_32_Float: return .R32G32B32_FLOAT
  531. case .RG_32_Float: return .R32G32_FLOAT
  532. case .R_32_Float: return .R32_FLOAT
  533. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  534. case .RG_8_Norm: return .R8G8_UNORM
  535. case .R_8_Norm: return .R8_UNORM
  536. case .R_8_UInt: return .R8_UINT
  537. }
  538. log.error("Unknown format")
  539. return .UNKNOWN
  540. }
  541. // CHeck win errors and print message log if there is any error
  542. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  543. if hr >= 0 {
  544. return hr
  545. }
  546. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  547. log_messages(loc)
  548. return hr
  549. }
  550. log_messages :: proc(loc := #caller_location) {
  551. iq := s.info_queue
  552. if iq == nil {
  553. return
  554. }
  555. n := iq->GetNumStoredMessages()
  556. longest_msg: d3d11.SIZE_T
  557. for i in 0..=n {
  558. msglen: d3d11.SIZE_T
  559. iq->GetMessage(i, nil, &msglen)
  560. if msglen > longest_msg {
  561. longest_msg = msglen
  562. }
  563. }
  564. if longest_msg > 0 {
  565. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  566. for i in 0..=n {
  567. msglen: d3d11.SIZE_T
  568. iq->GetMessage(i, nil, &msglen)
  569. if msglen > 0 {
  570. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  571. iq->GetMessage(i, msg, &msglen)
  572. log.error(msg.pDescription, location = loc)
  573. }
  574. }
  575. }
  576. iq->ClearStoredMessages()
  577. }