render_backend_d3d11.odin 26 KB

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  1. #+build windows
  2. #+vet explicit-allocators
  3. #+private file
  4. package karl2d
  5. @(private="package")
  6. RENDER_BACKEND_INTERFACE_D3D11 :: Render_Backend_Interface {
  7. state_size = d3d11_state_size,
  8. init = d3d11_init,
  9. shutdown = d3d11_shutdown,
  10. clear = d3d11_clear,
  11. present = d3d11_present,
  12. draw = d3d11_draw,
  13. resize_swapchain = d3d11_resize_swapchain,
  14. get_swapchain_width = d3d11_get_swapchain_width,
  15. get_swapchain_height = d3d11_get_swapchain_height,
  16. flip_z = d3d11_flip_z,
  17. set_internal_state = d3d11_set_internal_state,
  18. create_texture = d3d11_create_texture,
  19. load_texture = d3d11_load_texture,
  20. update_texture = d3d11_update_texture,
  21. destroy_texture = d3d11_destroy_texture,
  22. set_texture_filter = d3d11_set_texture_filter,
  23. load_shader = d3d11_load_shader,
  24. destroy_shader = d3d11_destroy_shader,
  25. default_shader_vertex_source = d3d11_default_shader_vertex_source,
  26. default_shader_fragment_source = d3d11_default_shader_fragment_source,
  27. }
  28. import d3d11 "vendor:directx/d3d11"
  29. import dxgi "vendor:directx/dxgi"
  30. import "vendor:directx/d3d_compiler"
  31. import "core:strings"
  32. import "core:log"
  33. import "core:slice"
  34. import "core:mem"
  35. import hm "handle_map"
  36. import "base:runtime"
  37. d3d11_state_size :: proc() -> int {
  38. return size_of(D3D11_State)
  39. }
  40. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  41. s = (^D3D11_State)(state)
  42. s.allocator = allocator
  43. s.window_handle = dxgi.HWND(window_handle)
  44. s.width = swapchain_width
  45. s.height = swapchain_height
  46. feature_levels := [?]d3d11.FEATURE_LEVEL{
  47. ._11_1,
  48. ._11_0,
  49. }
  50. base_device: ^d3d11.IDevice
  51. base_device_context: ^d3d11.IDeviceContext
  52. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  53. .BGRA_SUPPORT,
  54. }
  55. when ODIN_DEBUG {
  56. device_flags := base_device_flags + { .DEBUG }
  57. device_err := ch(d3d11.CreateDevice(
  58. nil,
  59. .HARDWARE,
  60. nil,
  61. device_flags,
  62. &feature_levels[0], len(feature_levels),
  63. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  64. if u32(device_err) == 0x887a002d {
  65. 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).")
  66. ch(d3d11.CreateDevice(
  67. nil,
  68. .HARDWARE,
  69. nil,
  70. base_device_flags,
  71. &feature_levels[0], len(feature_levels),
  72. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  73. } else {
  74. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  75. }
  76. } else {
  77. ch(d3d11.CreateDevice(
  78. nil,
  79. .HARDWARE,
  80. nil,
  81. base_device_flags,
  82. &feature_levels[0], len(feature_levels),
  83. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  84. }
  85. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  86. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  87. dxgi_device: ^dxgi.IDevice
  88. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  89. base_device->Release()
  90. base_device_context->Release()
  91. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  92. create_swapchain(swapchain_width, swapchain_height)
  93. rasterizer_desc := d3d11.RASTERIZER_DESC{
  94. FillMode = .SOLID,
  95. CullMode = .BACK,
  96. ScissorEnable = true,
  97. }
  98. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  99. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  100. DepthEnable = true,
  101. DepthWriteMask = .ALL,
  102. DepthFunc = .LESS,
  103. }
  104. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  105. vertex_buffer_desc := d3d11.BUFFER_DESC{
  106. ByteWidth = VERTEX_BUFFER_MAX,
  107. Usage = .DYNAMIC,
  108. BindFlags = {.VERTEX_BUFFER},
  109. CPUAccessFlags = {.WRITE},
  110. }
  111. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  112. blend_desc := d3d11.BLEND_DESC {
  113. RenderTarget = {
  114. 0 = {
  115. BlendEnable = true,
  116. SrcBlend = .SRC_ALPHA,
  117. DestBlend = .INV_SRC_ALPHA,
  118. BlendOp = .ADD,
  119. SrcBlendAlpha = .ONE,
  120. DestBlendAlpha = .ZERO,
  121. BlendOpAlpha = .ADD,
  122. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  123. },
  124. },
  125. }
  126. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  127. }
  128. d3d11_shutdown :: proc() {
  129. s.framebuffer_view->Release()
  130. s.depth_buffer_view->Release()
  131. s.depth_buffer->Release()
  132. s.framebuffer->Release()
  133. s.device_context->Release()
  134. s.vertex_buffer_gpu->Release()
  135. s.depth_stencil_state->Release()
  136. s.rasterizer_state->Release()
  137. s.swapchain->Release()
  138. s.blend_state->Release()
  139. s.dxgi_adapter->Release()
  140. when ODIN_DEBUG {
  141. debug: ^d3d11.IDebug
  142. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  143. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  144. log_messages()
  145. }
  146. debug->Release()
  147. }
  148. s.device->Release()
  149. s.info_queue->Release()
  150. }
  151. d3d11_clear :: proc(color: Color) {
  152. c := f32_color_from_color(color)
  153. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  154. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  155. }
  156. d3d11_present :: proc() {
  157. ch(s.swapchain->Present(1, {}))
  158. }
  159. d3d11_draw :: proc(
  160. shd: Shader,
  161. bound_textures: []Texture_Handle,
  162. scissor: Maybe(Rect),
  163. vertex_buffer: []u8,
  164. ) {
  165. if len(vertex_buffer) == 0 {
  166. return
  167. }
  168. d3d_shd := hm.get(&s.shaders, shd.handle)
  169. if d3d_shd == nil {
  170. return
  171. }
  172. dc := s.device_context
  173. vb_data: d3d11.MAPPED_SUBRESOURCE
  174. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  175. {
  176. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  177. copy(
  178. gpu_map,
  179. vertex_buffer,
  180. )
  181. }
  182. dc->Unmap(s.vertex_buffer_gpu, 0)
  183. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  184. dc->IASetInputLayout(d3d_shd.input_layout)
  185. vertex_buffer_offset: u32
  186. vertex_buffer_stride := u32(shd.vertex_size)
  187. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  188. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  189. assert(len(shd.constants) == len(d3d_shd.constants))
  190. maps := make([]rawptr, len(d3d_shd.constant_buffers), frame_allocator)
  191. cpu_data := shd.constants_data
  192. for cidx in 0..<len(shd.constants) {
  193. cpu_loc := shd.constants[cidx]
  194. gpu_loc := d3d_shd.constants[cidx]//cpu_loc.gpu_constant_idx]
  195. gpu_buffer_info := d3d_shd.constant_buffers[gpu_loc.buffer_idx]
  196. gpu_data := gpu_buffer_info.gpu_data
  197. if gpu_data == nil {
  198. continue
  199. }
  200. if maps[gpu_loc.buffer_idx] == nil {
  201. // We do this little dance with the 'maps' array so we only have to map the memory once.
  202. // There can be multiple constants within a single constant buffer. So mapping and
  203. // unmapping for each one is slow.
  204. map_data: d3d11.MAPPED_SUBRESOURCE
  205. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &map_data))
  206. maps[gpu_loc.buffer_idx] = map_data.pData
  207. }
  208. data_slice := slice.bytes_from_ptr(maps[gpu_loc.buffer_idx], gpu_buffer_info.size)
  209. dst := data_slice[gpu_loc.offset:gpu_loc.offset+u32(cpu_loc.size)]
  210. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  211. copy(dst, src)
  212. }
  213. for &cb, cb_idx in d3d_shd.constant_buffers {
  214. if .Vertex in cb.bound_shaders {
  215. dc->VSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  216. }
  217. if .Pixel in cb.bound_shaders {
  218. dc->PSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  219. }
  220. if maps[cb_idx] != nil {
  221. dc->Unmap(cb.gpu_data, 0)
  222. maps[cb_idx] = nil
  223. }
  224. }
  225. viewport := d3d11.VIEWPORT{
  226. 0, 0,
  227. f32(s.width), f32(s.height),
  228. 0, 1,
  229. }
  230. dc->RSSetViewports(1, &viewport)
  231. dc->RSSetState(s.rasterizer_state)
  232. scissor_rect := d3d11.RECT {
  233. right = i32(s.width),
  234. bottom = i32(s.height),
  235. }
  236. if sciss, sciss_ok := scissor.?; sciss_ok {
  237. scissor_rect = d3d11.RECT {
  238. left = i32(sciss.x),
  239. top = i32(sciss.y),
  240. right = i32(sciss.x + sciss.w),
  241. bottom = i32(sciss.y + sciss.h),
  242. }
  243. }
  244. dc->RSSetScissorRects(1, &scissor_rect)
  245. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  246. if len(bound_textures) == len(d3d_shd.texture_bindings) {
  247. for t, t_idx in bound_textures {
  248. d3d_t := d3d_shd.texture_bindings[t_idx]
  249. if t := hm.get(&s.textures, t); t != nil {
  250. dc->PSSetShaderResources(d3d_t.bind_point, 1, &t.view)
  251. dc->PSSetSamplers(d3d_t.sampler_bind_point, 1, &t.sampler)
  252. }
  253. }
  254. }
  255. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  256. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  257. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  258. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  259. log_messages()
  260. }
  261. d3d11_resize_swapchain :: proc(w, h: int) {
  262. s.depth_buffer->Release()
  263. s.depth_buffer_view->Release()
  264. s.framebuffer->Release()
  265. s.framebuffer_view->Release()
  266. s.swapchain->Release()
  267. s.width = w
  268. s.height = h
  269. create_swapchain(w, h)
  270. }
  271. d3d11_get_swapchain_width :: proc() -> int {
  272. return s.width
  273. }
  274. d3d11_get_swapchain_height :: proc() -> int {
  275. return s.height
  276. }
  277. d3d11_flip_z :: proc() -> bool {
  278. return true
  279. }
  280. d3d11_set_internal_state :: proc(state: rawptr) {
  281. s = (^D3D11_State)(state)
  282. }
  283. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  284. texture_desc := d3d11.TEXTURE2D_DESC{
  285. Width = u32(width),
  286. Height = u32(height),
  287. MipLevels = 1,
  288. ArraySize = 1,
  289. // TODO: _SRGB or not?
  290. Format = dxgi_format_from_pixel_format(format),
  291. SampleDesc = {Count = 1},
  292. Usage = .DEFAULT,
  293. BindFlags = {.SHADER_RESOURCE},
  294. }
  295. texture: ^d3d11.ITexture2D
  296. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  297. texture_view: ^d3d11.IShaderResourceView
  298. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  299. tex := D3D11_Texture {
  300. tex = texture,
  301. format = format,
  302. view = texture_view,
  303. sampler = create_sampler(.MIN_MAG_MIP_POINT),
  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. sampler = create_sampler(.MIN_MAG_MIP_POINT),
  332. }
  333. return hm.add(&s.textures, tex)
  334. }
  335. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  336. tex := hm.get(&s.textures, th)
  337. if tex == nil {
  338. return false
  339. }
  340. box := d3d11.BOX {
  341. left = u32(rect.x),
  342. top = u32(rect.y),
  343. bottom = u32(rect.y + rect.h),
  344. right = u32(rect.x + rect.w),
  345. back = 1,
  346. front = 0,
  347. }
  348. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  349. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  350. return true
  351. }
  352. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  353. if t := hm.get(&s.textures, th); t != nil {
  354. t.tex->Release()
  355. t.view->Release()
  356. if t.sampler != nil {
  357. t.sampler->Release()
  358. }
  359. }
  360. hm.remove(&s.textures, th)
  361. }
  362. d3d11_set_texture_filter :: proc(
  363. th: Texture_Handle,
  364. scale_down_filter: Texture_Filter,
  365. scale_up_filter: Texture_Filter,
  366. mip_filter: Texture_Filter,
  367. ) {
  368. t := hm.get(&s.textures, th)
  369. if t == nil {
  370. log.error("Trying to set texture filter for invalid texture %v", th)
  371. return
  372. }
  373. d := scale_down_filter
  374. u := scale_up_filter
  375. m := mip_filter
  376. f: d3d11.FILTER
  377. if d == .Point && u == .Point && m == .Point {
  378. f = .MIN_MAG_MIP_POINT
  379. } else if d == .Point && u == .Point && m == .Linear {
  380. f = .MIN_MAG_POINT_MIP_LINEAR
  381. } else if d == .Point && u == .Linear && m == .Linear {
  382. f = .MIN_POINT_MAG_MIP_LINEAR
  383. } else if d == .Linear && u == .Linear && m == .Linear {
  384. f = .MIN_MAG_MIP_LINEAR
  385. } else if d == .Linear && u == .Linear && m == .Point {
  386. f = .MIN_MAG_LINEAR_MIP_POINT
  387. } else if d == .Linear && u == .Point && m == .Point {
  388. f = .MIN_LINEAR_MAG_MIP_POINT
  389. } else if d == .Linear && u == .Point && m == .Linear {
  390. f = .MIN_LINEAR_MAG_POINT_MIP_LINEAR
  391. } else if d == .Point && u == .Linear && m == .Point {
  392. f = .MIN_POINT_MAG_LINEAR_MIP_POINT
  393. }
  394. if t.sampler != nil {
  395. t.sampler->Release()
  396. }
  397. t.sampler = create_sampler(f)
  398. }
  399. create_sampler :: proc(filter: d3d11.FILTER) -> ^d3d11.ISamplerState {
  400. sampler_desc := d3d11.SAMPLER_DESC{
  401. Filter = filter,
  402. AddressU = .WRAP,
  403. AddressV = .WRAP,
  404. AddressW = .WRAP,
  405. ComparisonFunc = .NEVER,
  406. }
  407. smp: ^d3d11.ISamplerState
  408. ch(s.device->CreateSamplerState(&sampler_desc, &smp))
  409. return smp
  410. }
  411. d3d11_load_shader :: proc(
  412. vs_source: string,
  413. ps_source: string,
  414. desc_allocator := frame_allocator,
  415. layout_formats: []Pixel_Format = {},
  416. ) -> (
  417. handle: Shader_Handle,
  418. desc: Shader_Desc,
  419. ) {
  420. vs_blob: ^d3d11.IBlob
  421. vs_blob_errors: ^d3d11.IBlob
  422. 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))
  423. if vs_blob_errors != nil {
  424. log.error("Failed compiling shader:")
  425. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  426. return
  427. }
  428. // VERTEX SHADER
  429. vertex_shader: ^d3d11.IVertexShader
  430. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  431. vs_ref: ^d3d11.IShaderReflection
  432. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&vs_ref)))
  433. vs_desc: d3d11.SHADER_DESC
  434. ch(vs_ref->GetDesc(&vs_desc))
  435. {
  436. desc.inputs = make([]Shader_Input, vs_desc.InputParameters, desc_allocator)
  437. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  438. for in_idx in 0..<vs_desc.InputParameters {
  439. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  440. if ch(vs_ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  441. log.errorf("Invalid shader input: %v", in_idx)
  442. continue
  443. }
  444. type: Shader_Input_Type
  445. if in_desc.SemanticIndex > 0 {
  446. log.errorf("Matrix shader input types not yet implemented")
  447. continue
  448. }
  449. switch in_desc.ComponentType {
  450. case .UNKNOWN: log.errorf("Unknown component type")
  451. case .UINT32: log.errorf("Not implemented")
  452. case .SINT32: log.errorf("Not implemented")
  453. case .FLOAT32:
  454. switch in_desc.Mask {
  455. case 0: log.errorf("Invalid input mask"); continue
  456. case 1: type = .F32
  457. case 3: type = .Vec2
  458. case 7: type = .Vec3
  459. case 15: type = .Vec4
  460. }
  461. }
  462. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  463. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  464. desc.inputs[in_idx] = {
  465. name = name,
  466. register = int(in_idx),
  467. format = format,
  468. type = type,
  469. }
  470. }
  471. }
  472. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  473. d3d_constants := make([dynamic]D3D11_Shader_Constant, s.allocator)
  474. d3d_constant_buffers := make([dynamic]D3D11_Shader_Constant_Buffer, s.allocator)
  475. d3d_texture_bindings := make([dynamic]D3D11_Texture_Binding, s.allocator)
  476. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  477. reflect_shader_constants(
  478. vs_desc,
  479. vs_ref,
  480. &constant_descs,
  481. &d3d_constants,
  482. &d3d_constant_buffers,
  483. &d3d_texture_bindings,
  484. &texture_bindpoint_descs,
  485. desc_allocator,
  486. .Vertex,
  487. )
  488. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  489. for idx in 0..<len(desc.inputs) {
  490. input := desc.inputs[idx]
  491. input_layout_desc[idx] = {
  492. SemanticName = frame_cstring(input.name),
  493. Format = dxgi_format_from_pixel_format(input.format),
  494. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  495. InputSlotClass = .VERTEX_DATA,
  496. }
  497. }
  498. input_layout: ^d3d11.IInputLayout
  499. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  500. // PIXEL SHADER
  501. ps_blob: ^d3d11.IBlob
  502. ps_blob_errors: ^d3d11.IBlob
  503. 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))
  504. if ps_blob_errors != nil {
  505. log.error("Failed compiling shader:")
  506. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  507. return
  508. }
  509. pixel_shader: ^d3d11.IPixelShader
  510. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  511. ps_ref: ^d3d11.IShaderReflection
  512. ch(d3d_compiler.Reflect(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ps_ref)))
  513. ps_desc: d3d11.SHADER_DESC
  514. ch(ps_ref->GetDesc(&ps_desc))
  515. reflect_shader_constants(
  516. ps_desc,
  517. ps_ref,
  518. &constant_descs,
  519. &d3d_constants,
  520. &d3d_constant_buffers,
  521. &d3d_texture_bindings,
  522. &texture_bindpoint_descs,
  523. desc_allocator,
  524. .Pixel,
  525. )
  526. // Done with vertex and pixel shader. Just combine all the state.
  527. desc.constants = constant_descs[:]
  528. desc.texture_bindpoints = texture_bindpoint_descs[:]
  529. d3d_shd := D3D11_Shader {
  530. constants = d3d_constants[:],
  531. constant_buffers = d3d_constant_buffers[:],
  532. vertex_shader = vertex_shader,
  533. pixel_shader = pixel_shader,
  534. input_layout = input_layout,
  535. texture_bindings = d3d_texture_bindings[:],
  536. }
  537. h := hm.add(&s.shaders, d3d_shd)
  538. return h, desc
  539. }
  540. D3D11_Shader_Type :: enum {
  541. Vertex,
  542. Pixel,
  543. }
  544. reflect_shader_constants :: proc(
  545. d3d_desc: d3d11.SHADER_DESC,
  546. ref: ^d3d11.IShaderReflection,
  547. constant_descs: ^[dynamic]Shader_Constant_Desc,
  548. d3d_constants: ^[dynamic]D3D11_Shader_Constant,
  549. d3d_constant_buffers: ^[dynamic]D3D11_Shader_Constant_Buffer,
  550. d3d_texture_bindings: ^[dynamic]D3D11_Texture_Binding,
  551. texture_bindpoint_descs: ^[dynamic]Shader_Texture_Bindpoint_Desc,
  552. desc_allocator: runtime.Allocator,
  553. shader_type: D3D11_Shader_Type,
  554. ) {
  555. found_sampler_bindpoints := make([dynamic]u32, frame_allocator)
  556. for br_idx in 0..<d3d_desc.BoundResources {
  557. bind_desc: d3d11.SHADER_INPUT_BIND_DESC
  558. ref->GetResourceBindingDesc(br_idx, &bind_desc)
  559. #partial switch bind_desc.Type {
  560. case .SAMPLER:
  561. append(&found_sampler_bindpoints, bind_desc.BindPoint)
  562. case .TEXTURE:
  563. append(d3d_texture_bindings, D3D11_Texture_Binding {
  564. bind_point = bind_desc.BindPoint,
  565. })
  566. append(texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  567. name = strings.clone_from_cstring(bind_desc.Name, desc_allocator),
  568. })
  569. case .CBUFFER:
  570. cb_info := ref->GetConstantBufferByName(bind_desc.Name)
  571. if cb_info == nil {
  572. continue
  573. }
  574. cb_desc: d3d11.SHADER_BUFFER_DESC
  575. cb_info->GetDesc(&cb_desc)
  576. if cb_desc.Size == 0 {
  577. continue
  578. }
  579. constant_buffer_desc := d3d11.BUFFER_DESC{
  580. ByteWidth = cb_desc.Size,
  581. Usage = .DYNAMIC,
  582. BindFlags = {.CONSTANT_BUFFER},
  583. CPUAccessFlags = {.WRITE},
  584. }
  585. buffer_idx := -1
  586. for &existing, existing_idx in d3d_constant_buffers {
  587. if existing.bind_point == bind_desc.BindPoint {
  588. existing.bound_shaders += {shader_type}
  589. buffer_idx = existing_idx
  590. break
  591. }
  592. }
  593. if buffer_idx == -1 {
  594. buffer_idx = len(d3d_constant_buffers)
  595. buf := D3D11_Shader_Constant_Buffer {
  596. bound_shaders = {shader_type},
  597. }
  598. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &buf.gpu_data))
  599. buf.size = int(cb_desc.Size)
  600. buf.bind_point = bind_desc.BindPoint
  601. append(d3d_constant_buffers, buf)
  602. }
  603. for var_idx in 0..<cb_desc.Variables {
  604. var_info := cb_info->GetVariableByIndex(var_idx)
  605. if var_info == nil {
  606. continue
  607. }
  608. var_desc: d3d11.SHADER_VARIABLE_DESC
  609. var_info->GetDesc(&var_desc)
  610. if var_desc.Name != "" {
  611. append(constant_descs, Shader_Constant_Desc {
  612. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  613. size = int(var_desc.Size),
  614. })
  615. append(d3d_constants, D3D11_Shader_Constant {
  616. buffer_idx = u32(buffer_idx),
  617. offset = var_desc.StartOffset,
  618. })
  619. }
  620. }
  621. case:
  622. log.errorf("Type is %v", bind_desc.Type)
  623. }
  624. }
  625. // Make sure each texture has a sampler. In GL samplers are associated with textures. In D3D11
  626. // several textures can use a single sampler. We don't want this as we want to be able to
  627. // configure filters etc on a per-texture level. Since two textures can arrive at a draw call
  628. // with different filters set, if they use the same sampler, then it will be impossible to set
  629. // that filtering up.
  630. for t, t_idx in d3d_texture_bindings {
  631. found := false
  632. for sampler_bindpoint in found_sampler_bindpoints {
  633. if t.bind_point == sampler_bindpoint {
  634. found = true
  635. break
  636. }
  637. }
  638. if !found {
  639. log.errorf(
  640. "Texture %v at bindpoint %v does not have a dedicated sampler at " +
  641. "the sampler register with the same bindpoint number. This is required to " +
  642. "in order to make D3D11 behave the same way as OpenGL etc",
  643. texture_bindpoint_descs[t_idx].name,
  644. t.bind_point,
  645. )
  646. }
  647. }
  648. }
  649. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  650. shd := hm.get(&s.shaders, h)
  651. if shd == nil {
  652. log.errorf("Invalid shader: %v", h)
  653. return
  654. }
  655. shd.input_layout->Release()
  656. shd.vertex_shader->Release()
  657. shd.pixel_shader->Release()
  658. for c in shd.constant_buffers {
  659. if c.gpu_data != nil {
  660. c.gpu_data->Release()
  661. }
  662. }
  663. delete(shd.texture_bindings, s.allocator)
  664. delete(shd.constants, s.allocator)
  665. delete(shd.constant_buffers, s.allocator)
  666. hm.remove(&s.shaders, h)
  667. }
  668. // API END
  669. s: ^D3D11_State
  670. D3D11_Shader_Constant_Buffer :: struct {
  671. gpu_data: ^d3d11.IBuffer,
  672. size: int,
  673. bound_shaders: bit_set[D3D11_Shader_Type],
  674. bind_point: u32,
  675. }
  676. D3D11_Texture_Binding :: struct {
  677. bind_point: u32,
  678. sampler_bind_point: u32,
  679. }
  680. D3D11_Shader_Constant :: struct {
  681. buffer_idx: u32,
  682. offset: u32,
  683. }
  684. D3D11_Shader :: struct {
  685. handle: Shader_Handle,
  686. vertex_shader: ^d3d11.IVertexShader,
  687. pixel_shader: ^d3d11.IPixelShader,
  688. input_layout: ^d3d11.IInputLayout,
  689. constant_buffers: []D3D11_Shader_Constant_Buffer,
  690. constants: []D3D11_Shader_Constant,
  691. texture_bindings: []D3D11_Texture_Binding,
  692. }
  693. D3D11_State :: struct {
  694. allocator: runtime.Allocator,
  695. window_handle: dxgi.HWND,
  696. width: int,
  697. height: int,
  698. dxgi_adapter: ^dxgi.IAdapter,
  699. swapchain: ^dxgi.ISwapChain1,
  700. framebuffer_view: ^d3d11.IRenderTargetView,
  701. depth_buffer_view: ^d3d11.IDepthStencilView,
  702. device_context: ^d3d11.IDeviceContext,
  703. depth_stencil_state: ^d3d11.IDepthStencilState,
  704. rasterizer_state: ^d3d11.IRasterizerState,
  705. device: ^d3d11.IDevice,
  706. depth_buffer: ^d3d11.ITexture2D,
  707. framebuffer: ^d3d11.ITexture2D,
  708. blend_state: ^d3d11.IBlendState,
  709. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  710. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  711. info_queue: ^d3d11.IInfoQueue,
  712. vertex_buffer_gpu: ^d3d11.IBuffer,
  713. all_samplers: map[^d3d11.ISamplerState]struct{},
  714. }
  715. create_swapchain :: proc(w, h: int) {
  716. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  717. Width = u32(w),
  718. Height = u32(h),
  719. Format = .B8G8R8A8_UNORM,
  720. SampleDesc = {
  721. Count = 1,
  722. },
  723. BufferUsage = {.RENDER_TARGET_OUTPUT},
  724. BufferCount = 2,
  725. Scaling = .STRETCH,
  726. SwapEffect = .DISCARD,
  727. }
  728. dxgi_factory: ^dxgi.IFactory2
  729. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  730. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  731. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  732. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  733. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  734. s.framebuffer->GetDesc(&depth_buffer_desc)
  735. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  736. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  737. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  738. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  739. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  740. }
  741. D3D11_Texture :: struct {
  742. handle: Texture_Handle,
  743. tex: ^d3d11.ITexture2D,
  744. view: ^d3d11.IShaderResourceView,
  745. format: Pixel_Format,
  746. // It may seem strange that we have a sampler here. But samplers are reused if you recreate them
  747. // with the same options. D3D11 will return the same object. So each time we set the filter
  748. // mode or the UV wrapping settings, then we just ask D3D11 for the sampler state for those
  749. // settings.
  750. //
  751. // Moreover, in order to make D3D11 behave a bit like GL (or rather, to make them behave more
  752. // similarly), we require that each texture in the HLSL shaders have a dedicated sampler.
  753. sampler: ^d3d11.ISamplerState,
  754. }
  755. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  756. switch f {
  757. case .Unknown: return .UNKNOWN
  758. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  759. case .RGB_32_Float: return .R32G32B32_FLOAT
  760. case .RG_32_Float: return .R32G32_FLOAT
  761. case .R_32_Float: return .R32_FLOAT
  762. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  763. case .RG_8_Norm: return .R8G8_UNORM
  764. case .R_8_Norm: return .R8_UNORM
  765. case .R_8_UInt: return .R8_UINT
  766. }
  767. log.error("Unknown format")
  768. return .UNKNOWN
  769. }
  770. // CHeck win errors and print message log if there is any error
  771. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  772. if hr >= 0 {
  773. return hr
  774. }
  775. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  776. log_messages(loc)
  777. return hr
  778. }
  779. log_messages :: proc(loc := #caller_location) {
  780. iq := s.info_queue
  781. if iq == nil {
  782. return
  783. }
  784. n := iq->GetNumStoredMessages()
  785. longest_msg: d3d11.SIZE_T
  786. for i in 0..=n {
  787. msglen: d3d11.SIZE_T
  788. iq->GetMessage(i, nil, &msglen)
  789. if msglen > longest_msg {
  790. longest_msg = msglen
  791. }
  792. }
  793. if longest_msg > 0 {
  794. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  795. for i in 0..=n {
  796. msglen: d3d11.SIZE_T
  797. iq->GetMessage(i, nil, &msglen)
  798. if msglen > 0 {
  799. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  800. iq->GetMessage(i, msg, &msglen)
  801. log.error(msg.pDescription, location = loc)
  802. }
  803. }
  804. }
  805. iq->ClearStoredMessages()
  806. }
  807. DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
  808. d3d11_default_shader_vertex_source :: proc() -> string {
  809. return string(DEFAULT_SHADER_SOURCE)
  810. }
  811. d3d11_default_shader_fragment_source :: proc() -> string {
  812. return string(DEFAULT_SHADER_SOURCE)
  813. }