render_backend_d3d11.odin 19 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. sampler_desc := d3d11.SAMPLER_DESC{
  126. Filter = .MIN_MAG_MIP_POINT,
  127. AddressU = .WRAP,
  128. AddressV = .WRAP,
  129. AddressW = .WRAP,
  130. ComparisonFunc = .NEVER,
  131. }
  132. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  133. }
  134. d3d11_shutdown :: proc() {
  135. s.sampler_state->Release()
  136. s.framebuffer_view->Release()
  137. s.depth_buffer_view->Release()
  138. s.depth_buffer->Release()
  139. s.framebuffer->Release()
  140. s.device_context->Release()
  141. s.vertex_buffer_gpu->Release()
  142. s.depth_stencil_state->Release()
  143. s.rasterizer_state->Release()
  144. s.swapchain->Release()
  145. s.blend_state->Release()
  146. s.dxgi_adapter->Release()
  147. when ODIN_DEBUG {
  148. debug: ^d3d11.IDebug
  149. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  150. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  151. log_messages()
  152. }
  153. debug->Release()
  154. }
  155. s.device->Release()
  156. s.info_queue->Release()
  157. }
  158. d3d11_clear :: proc(color: Color) {
  159. c := f32_color_from_color(color)
  160. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  161. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  162. }
  163. d3d11_present :: proc() {
  164. ch(s.swapchain->Present(1, {}))
  165. }
  166. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, scissor: Maybe(Rect), vertex_buffer: []u8) {
  167. if len(vertex_buffer) == 0 {
  168. return
  169. }
  170. d3d_shd := hm.get(&s.shaders, shd.handle)
  171. if d3d_shd == nil {
  172. return
  173. }
  174. viewport := d3d11.VIEWPORT{
  175. 0, 0,
  176. f32(s.width), f32(s.height),
  177. 0, 1,
  178. }
  179. dc := s.device_context
  180. vb_data: d3d11.MAPPED_SUBRESOURCE
  181. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  182. {
  183. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  184. copy(
  185. gpu_map,
  186. vertex_buffer,
  187. )
  188. }
  189. dc->Unmap(s.vertex_buffer_gpu, 0)
  190. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  191. dc->IASetInputLayout(d3d_shd.input_layout)
  192. vertex_buffer_offset: u32
  193. vertex_buffer_stride := u32(shd.vertex_size)
  194. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  195. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  196. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  197. for cb_idx in 0..<len(shd.constant_buffers) {
  198. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  199. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  200. if gpu_data == nil {
  201. continue
  202. }
  203. cb_data: d3d11.MAPPED_SUBRESOURCE
  204. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  205. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  206. dc->Unmap(gpu_data, 0)
  207. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  208. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  209. }
  210. dc->RSSetViewports(1, &viewport)
  211. dc->RSSetState(s.rasterizer_state)
  212. scissor_rect := d3d11.RECT {
  213. right = i32(s.width),
  214. bottom = i32(s.height),
  215. }
  216. if sciss, sciss_ok := scissor.?; sciss_ok {
  217. scissor_rect = d3d11.RECT {
  218. left = i32(sciss.x),
  219. top = i32(sciss.y),
  220. right = i32(sciss.x + sciss.w),
  221. bottom = i32(sciss.y + sciss.h),
  222. }
  223. }
  224. dc->RSSetScissorRects(1, &scissor_rect)
  225. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  226. if t := hm.get(&s.textures, texture); t != nil {
  227. dc->PSSetShaderResources(0, 1, &t.view)
  228. }
  229. dc->PSSetSamplers(0, 1, &s.sampler_state)
  230. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  231. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  232. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  233. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  234. log_messages()
  235. }
  236. d3d11_resize_swapchain :: proc(w, h: int) {
  237. s.depth_buffer->Release()
  238. s.depth_buffer_view->Release()
  239. s.framebuffer->Release()
  240. s.framebuffer_view->Release()
  241. s.swapchain->Release()
  242. s.width = w
  243. s.height = h
  244. create_swapchain(w, h)
  245. }
  246. d3d11_get_swapchain_width :: proc() -> int {
  247. return s.width
  248. }
  249. d3d11_get_swapchain_height :: proc() -> int {
  250. return s.height
  251. }
  252. d3d11_flip_z :: proc() -> bool {
  253. return true
  254. }
  255. d3d11_set_internal_state :: proc(state: rawptr) {
  256. s = (^D3D11_State)(state)
  257. }
  258. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  259. texture_desc := d3d11.TEXTURE2D_DESC{
  260. Width = u32(width),
  261. Height = u32(height),
  262. MipLevels = 1,
  263. ArraySize = 1,
  264. // TODO: _SRGB or not?
  265. Format = dxgi_format_from_pixel_format(format),
  266. SampleDesc = {Count = 1},
  267. Usage = .DEFAULT,
  268. BindFlags = {.SHADER_RESOURCE},
  269. }
  270. texture: ^d3d11.ITexture2D
  271. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  272. texture_view: ^d3d11.IShaderResourceView
  273. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  274. tex := D3D11_Texture {
  275. tex = texture,
  276. format = format,
  277. view = texture_view,
  278. }
  279. return hm.add(&s.textures, tex)
  280. }
  281. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  282. texture_desc := d3d11.TEXTURE2D_DESC{
  283. Width = u32(width),
  284. Height = u32(height),
  285. MipLevels = 1,
  286. ArraySize = 1,
  287. // TODO: _SRGB or not?
  288. Format = dxgi_format_from_pixel_format(format),
  289. SampleDesc = {Count = 1},
  290. Usage = .DEFAULT,
  291. BindFlags = {.SHADER_RESOURCE},
  292. }
  293. texture_data := d3d11.SUBRESOURCE_DATA{
  294. pSysMem = raw_data(data),
  295. SysMemPitch = u32(width * pixel_format_size(format)),
  296. }
  297. texture: ^d3d11.ITexture2D
  298. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  299. texture_view: ^d3d11.IShaderResourceView
  300. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  301. tex := D3D11_Texture {
  302. tex = texture,
  303. format = format,
  304. view = texture_view,
  305. }
  306. return hm.add(&s.textures, tex)
  307. }
  308. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  309. tex := hm.get(&s.textures, th)
  310. if tex == nil {
  311. return false
  312. }
  313. box := d3d11.BOX {
  314. left = u32(rect.x),
  315. top = u32(rect.y),
  316. bottom = u32(rect.y + rect.h),
  317. right = u32(rect.x + rect.w),
  318. back = 1,
  319. front = 0,
  320. }
  321. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  322. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  323. return true
  324. }
  325. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  326. if t := hm.get(&s.textures, th); t != nil {
  327. t.tex->Release()
  328. t.view->Release()
  329. }
  330. hm.remove(&s.textures, th)
  331. }
  332. d3d11_load_shader :: proc(vs_source: string, ps_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  333. vs_blob: ^d3d11.IBlob
  334. vs_blob_errors: ^d3d11.IBlob
  335. 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))
  336. if vs_blob_errors != nil {
  337. log.error("Failed compiling shader:")
  338. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  339. return
  340. }
  341. vertex_shader: ^d3d11.IVertexShader
  342. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  343. ref: ^d3d11.IShaderReflection
  344. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  345. d3d_shd: D3D11_Shader
  346. d3d_desc: d3d11.SHADER_DESC
  347. ch(ref->GetDesc(&d3d_desc))
  348. {
  349. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  350. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  351. for in_idx in 0..<d3d_desc.InputParameters {
  352. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  353. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  354. log.errorf("Invalid shader input: %v", in_idx)
  355. continue
  356. }
  357. type: Shader_Input_Type
  358. if in_desc.SemanticIndex > 0 {
  359. log.errorf("Matrix shader input types not yet implemented")
  360. continue
  361. }
  362. switch in_desc.ComponentType {
  363. case .UNKNOWN: log.errorf("Unknown component type")
  364. case .UINT32: log.errorf("Not implemented")
  365. case .SINT32: log.errorf("Not implemented")
  366. case .FLOAT32:
  367. switch in_desc.Mask {
  368. case 0: log.errorf("Invalid input mask"); continue
  369. case 1: type = .F32
  370. case 3: type = .Vec2
  371. case 7: type = .Vec3
  372. case 15: type = .Vec4
  373. }
  374. }
  375. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  376. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  377. desc.inputs[in_idx] = {
  378. name = name,
  379. register = int(in_idx),
  380. format = format,
  381. type = type,
  382. }
  383. }
  384. }
  385. {
  386. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  387. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  388. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  389. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  390. if cb_info == nil {
  391. continue
  392. }
  393. cb_desc: d3d11.SHADER_BUFFER_DESC
  394. cb_info->GetDesc(&cb_desc)
  395. if cb_desc.Size == 0 {
  396. continue
  397. }
  398. constant_buffer_desc := d3d11.BUFFER_DESC{
  399. ByteWidth = cb_desc.Size,
  400. Usage = .DYNAMIC,
  401. BindFlags = {.CONSTANT_BUFFER},
  402. CPUAccessFlags = {.WRITE},
  403. }
  404. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  405. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  406. desc.constant_buffers[cb_idx].variables = variables
  407. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  408. for var_idx in 0..<cb_desc.Variables {
  409. var_info := cb_info->GetVariableByIndex(var_idx)
  410. if var_info == nil {
  411. continue
  412. }
  413. var_desc: d3d11.SHADER_VARIABLE_DESC
  414. var_info->GetDesc(&var_desc)
  415. if var_desc.Name != "" {
  416. variables[var_idx] = {
  417. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  418. loc = {
  419. buffer_idx = cb_idx,
  420. offset = var_desc.StartOffset,
  421. },
  422. }
  423. }
  424. }
  425. }
  426. }
  427. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  428. for idx in 0..<len(desc.inputs) {
  429. input := desc.inputs[idx]
  430. input_layout_desc[idx] = {
  431. SemanticName = frame_cstring(input.name),
  432. Format = dxgi_format_from_pixel_format(input.format),
  433. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  434. InputSlotClass = .VERTEX_DATA,
  435. }
  436. }
  437. input_layout: ^d3d11.IInputLayout
  438. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  439. ps_blob: ^d3d11.IBlob
  440. ps_blob_errors: ^d3d11.IBlob
  441. 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))
  442. if ps_blob_errors != nil {
  443. log.error("Failed compiling shader:")
  444. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  445. }
  446. pixel_shader: ^d3d11.IPixelShader
  447. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  448. d3d_shd.vertex_shader = vertex_shader
  449. d3d_shd.pixel_shader = pixel_shader
  450. d3d_shd.input_layout = input_layout
  451. h := hm.add(&s.shaders, d3d_shd)
  452. return h, desc
  453. }
  454. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  455. shd := hm.get(&s.shaders, h)
  456. if shd == nil {
  457. log.error("Invalid shader %v", h)
  458. return
  459. }
  460. shd.input_layout->Release()
  461. shd.vertex_shader->Release()
  462. shd.pixel_shader->Release()
  463. for c in shd.constant_buffers {
  464. if c.gpu_data != nil {
  465. c.gpu_data->Release()
  466. }
  467. }
  468. delete(shd.constant_buffers, s.allocator)
  469. hm.remove(&s.shaders, h)
  470. }
  471. // API END
  472. s: ^D3D11_State
  473. D3D11_Shader_Constant_Buffer :: struct {
  474. gpu_data: ^d3d11.IBuffer,
  475. }
  476. D3D11_Shader :: struct {
  477. handle: Shader_Handle,
  478. vertex_shader: ^d3d11.IVertexShader,
  479. pixel_shader: ^d3d11.IPixelShader,
  480. input_layout: ^d3d11.IInputLayout,
  481. constant_buffers: []D3D11_Shader_Constant_Buffer,
  482. }
  483. D3D11_State :: struct {
  484. allocator: runtime.Allocator,
  485. window_handle: dxgi.HWND,
  486. width: int,
  487. height: int,
  488. dxgi_adapter: ^dxgi.IAdapter,
  489. swapchain: ^dxgi.ISwapChain1,
  490. framebuffer_view: ^d3d11.IRenderTargetView,
  491. depth_buffer_view: ^d3d11.IDepthStencilView,
  492. device_context: ^d3d11.IDeviceContext,
  493. depth_stencil_state: ^d3d11.IDepthStencilState,
  494. rasterizer_state: ^d3d11.IRasterizerState,
  495. device: ^d3d11.IDevice,
  496. depth_buffer: ^d3d11.ITexture2D,
  497. framebuffer: ^d3d11.ITexture2D,
  498. blend_state: ^d3d11.IBlendState,
  499. sampler_state: ^d3d11.ISamplerState,
  500. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  501. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  502. info_queue: ^d3d11.IInfoQueue,
  503. vertex_buffer_gpu: ^d3d11.IBuffer,
  504. }
  505. create_swapchain :: proc(w, h: int) {
  506. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  507. Width = u32(w),
  508. Height = u32(h),
  509. Format = .B8G8R8A8_UNORM,
  510. SampleDesc = {
  511. Count = 1,
  512. },
  513. BufferUsage = {.RENDER_TARGET_OUTPUT},
  514. BufferCount = 2,
  515. Scaling = .STRETCH,
  516. SwapEffect = .DISCARD,
  517. }
  518. dxgi_factory: ^dxgi.IFactory2
  519. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  520. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  521. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  522. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  523. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  524. s.framebuffer->GetDesc(&depth_buffer_desc)
  525. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  526. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  527. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  528. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  529. }
  530. D3D11_Texture :: struct {
  531. handle: Texture_Handle,
  532. tex: ^d3d11.ITexture2D,
  533. view: ^d3d11.IShaderResourceView,
  534. format: Pixel_Format,
  535. }
  536. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  537. switch f {
  538. case .Unknown: return .UNKNOWN
  539. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  540. case .RGB_32_Float: return .R32G32B32_FLOAT
  541. case .RG_32_Float: return .R32G32_FLOAT
  542. case .R_32_Float: return .R32_FLOAT
  543. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  544. case .RG_8_Norm: return .R8G8_UNORM
  545. case .R_8_Norm: return .R8_UNORM
  546. case .R_8_UInt: return .R8_UINT
  547. }
  548. log.error("Unknown format")
  549. return .UNKNOWN
  550. }
  551. // CHeck win errors and print message log if there is any error
  552. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  553. if hr >= 0 {
  554. return hr
  555. }
  556. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  557. log_messages(loc)
  558. return hr
  559. }
  560. log_messages :: proc(loc := #caller_location) {
  561. iq := s.info_queue
  562. if iq == nil {
  563. return
  564. }
  565. n := iq->GetNumStoredMessages()
  566. longest_msg: d3d11.SIZE_T
  567. for i in 0..=n {
  568. msglen: d3d11.SIZE_T
  569. iq->GetMessage(i, nil, &msglen)
  570. if msglen > longest_msg {
  571. longest_msg = msglen
  572. }
  573. }
  574. if longest_msg > 0 {
  575. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  576. for i in 0..=n {
  577. msglen: d3d11.SIZE_T
  578. iq->GetMessage(i, nil, &msglen)
  579. if msglen > 0 {
  580. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  581. iq->GetMessage(i, msg, &msglen)
  582. log.error(msg.pDescription, location = loc)
  583. }
  584. }
  585. }
  586. iq->ClearStoredMessages()
  587. }
  588. DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
  589. d3d11_default_shader_vertex_source :: proc() -> string {
  590. return string(DEFAULT_SHADER_SOURCE)
  591. }
  592. d3d11_default_shader_fragment_source :: proc() -> string {
  593. return string(DEFAULT_SHADER_SOURCE)
  594. }