backend_d3d11.odin 17 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. BACKEND_D3D11 :: Rendering_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. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  46. .BGRA_SUPPORT,
  47. }
  48. when ODIN_DEBUG {
  49. device_flags += { .DEBUG }
  50. }
  51. 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. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  59. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  60. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  61. dxgi_device: ^dxgi.IDevice
  62. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  63. base_device->Release()
  64. base_device_context->Release()
  65. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  66. create_swapchain(swapchain_width, swapchain_height)
  67. rasterizer_desc := d3d11.RASTERIZER_DESC{
  68. FillMode = .SOLID,
  69. CullMode = .BACK,
  70. }
  71. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  72. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  73. DepthEnable = false,
  74. DepthWriteMask = .ALL,
  75. DepthFunc = .LESS,
  76. }
  77. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  78. vertex_buffer_desc := d3d11.BUFFER_DESC{
  79. ByteWidth = VERTEX_BUFFER_MAX,
  80. Usage = .DYNAMIC,
  81. BindFlags = {.VERTEX_BUFFER},
  82. CPUAccessFlags = {.WRITE},
  83. }
  84. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  85. blend_desc := d3d11.BLEND_DESC {
  86. RenderTarget = {
  87. 0 = {
  88. BlendEnable = true,
  89. SrcBlend = .SRC_ALPHA,
  90. DestBlend = .INV_SRC_ALPHA,
  91. BlendOp = .ADD,
  92. SrcBlendAlpha = .ONE,
  93. DestBlendAlpha = .ZERO,
  94. BlendOpAlpha = .ADD,
  95. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  96. },
  97. },
  98. }
  99. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  100. sampler_desc := d3d11.SAMPLER_DESC{
  101. Filter = .MIN_MAG_MIP_POINT,
  102. AddressU = .WRAP,
  103. AddressV = .WRAP,
  104. AddressW = .WRAP,
  105. ComparisonFunc = .NEVER,
  106. }
  107. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  108. }
  109. d3d11_shutdown :: proc() {
  110. s.sampler_state->Release()
  111. s.framebuffer_view->Release()
  112. s.depth_buffer_view->Release()
  113. s.depth_buffer->Release()
  114. s.framebuffer->Release()
  115. s.device_context->Release()
  116. s.vertex_buffer_gpu->Release()
  117. s.depth_stencil_state->Release()
  118. s.rasterizer_state->Release()
  119. s.swapchain->Release()
  120. s.blend_state->Release()
  121. s.dxgi_adapter->Release()
  122. when ODIN_DEBUG {
  123. debug: ^d3d11.IDebug
  124. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  125. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  126. log_messages()
  127. }
  128. debug->Release()
  129. }
  130. s.device->Release()
  131. s.info_queue->Release()
  132. }
  133. d3d11_clear :: proc(color: Color) {
  134. c := f32_color_from_color(color)
  135. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  136. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  137. }
  138. d3d11_present :: proc() {
  139. ch(s.swapchain->Present(1, {}))
  140. if s.odd_frame {
  141. s.vertex_buffer_offset = 0
  142. }
  143. s.odd_frame = !s.odd_frame
  144. }
  145. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, vertex_buffer: []u8) {
  146. if len(vertex_buffer) == 0 {
  147. return
  148. }
  149. d3d_shd := hm.get(&s.shaders, shd.handle)
  150. if d3d_shd == nil {
  151. return
  152. }
  153. viewport := d3d11.VIEWPORT{
  154. 0, 0,
  155. f32(s.width), f32(s.height),
  156. 0, 1,
  157. }
  158. dc := s.device_context
  159. vb_data: d3d11.MAPPED_SUBRESOURCE
  160. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  161. {
  162. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  163. copy(
  164. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  165. vertex_buffer,
  166. )
  167. }
  168. dc->Unmap(s.vertex_buffer_gpu, 0)
  169. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  170. dc->IASetInputLayout(d3d_shd.input_layout)
  171. vertex_buffer_offset := u32(s.vertex_buffer_offset)
  172. vertex_buffer_stride := u32(shd.vertex_size)
  173. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  174. for mloc, builtin in shd.constant_builtin_locations {
  175. loc, loc_ok := mloc.?
  176. if !loc_ok {
  177. continue
  178. }
  179. switch builtin {
  180. case .MVP:
  181. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  182. dst^ = view_proj
  183. }
  184. }
  185. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  186. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  187. for cb_idx in 0..<len(shd.constant_buffers) {
  188. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  189. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  190. if gpu_data == nil {
  191. continue
  192. }
  193. cb_data: d3d11.MAPPED_SUBRESOURCE
  194. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  195. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  196. dc->Unmap(gpu_data, 0)
  197. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  198. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  199. }
  200. dc->RSSetViewports(1, &viewport)
  201. dc->RSSetState(s.rasterizer_state)
  202. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  203. if t := hm.get(&s.textures, texture); t != nil {
  204. dc->PSSetShaderResources(0, 1, &t.view)
  205. }
  206. dc->PSSetSamplers(0, 1, &s.sampler_state)
  207. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  208. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  209. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  210. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  211. s.vertex_buffer_offset += len(vertex_buffer)
  212. log_messages()
  213. }
  214. d3d11_resize_swapchain :: proc(w, h: int) {
  215. s.depth_buffer->Release()
  216. s.depth_buffer_view->Release()
  217. s.framebuffer->Release()
  218. s.framebuffer_view->Release()
  219. s.swapchain->Release()
  220. s.width = w
  221. s.height = h
  222. create_swapchain(w, h)
  223. }
  224. d3d11_get_swapchain_width :: proc() -> int {
  225. return s.width
  226. }
  227. d3d11_get_swapchain_height :: proc() -> int {
  228. return s.height
  229. }
  230. d3d11_set_internal_state :: proc(state: rawptr) {
  231. s = (^D3D11_State)(state)
  232. }
  233. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  234. texture_desc := d3d11.TEXTURE2D_DESC{
  235. Width = u32(width),
  236. Height = u32(height),
  237. MipLevels = 1,
  238. ArraySize = 1,
  239. // TODO: _SRGB or not?
  240. Format = .R8G8B8A8_UNORM,
  241. SampleDesc = {Count = 1},
  242. Usage = .IMMUTABLE,
  243. BindFlags = {.SHADER_RESOURCE},
  244. }
  245. texture_data := d3d11.SUBRESOURCE_DATA{
  246. pSysMem = raw_data(data),
  247. SysMemPitch = u32(width * 4),
  248. }
  249. texture: ^d3d11.ITexture2D
  250. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  251. texture_view: ^d3d11.IShaderResourceView
  252. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  253. tex := D3D11_Texture {
  254. tex = texture,
  255. view = texture_view,
  256. }
  257. return hm.add(&s.textures, tex)
  258. }
  259. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  260. if t := hm.get(&s.textures, th); t != nil {
  261. t.tex->Release()
  262. t.view->Release()
  263. }
  264. hm.remove(&s.textures, th)
  265. }
  266. d3d11_load_shader :: proc(shader_source: string, desc_allocator := context.temp_allocator, layout_formats: []Shader_Input_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  267. vs_blob: ^d3d11.IBlob
  268. vs_blob_errors: ^d3d11.IBlob
  269. 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))
  270. if vs_blob_errors != nil {
  271. log.error("Failed compiling shader:")
  272. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  273. return
  274. }
  275. vertex_shader: ^d3d11.IVertexShader
  276. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  277. ref: ^d3d11.IShaderReflection
  278. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  279. d3d_shd: D3D11_Shader
  280. d3d_desc: d3d11.SHADER_DESC
  281. ch(ref->GetDesc(&d3d_desc))
  282. {
  283. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  284. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  285. for in_idx in 0..<d3d_desc.InputParameters {
  286. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  287. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  288. log.errorf("Invalid shader input: %v", in_idx)
  289. continue
  290. }
  291. type: Shader_Input_Type
  292. if in_desc.SemanticIndex > 0 {
  293. log.errorf("Matrix shader input types not yet implemented")
  294. continue
  295. }
  296. switch in_desc.ComponentType {
  297. case .UNKNOWN: log.errorf("Unknown component type")
  298. case .UINT32: log.errorf("Not implemented")
  299. case .SINT32: log.errorf("Not implemented")
  300. case .FLOAT32:
  301. switch in_desc.Mask {
  302. case 0: log.errorf("Invalid input mask"); continue
  303. case 1: type = .F32
  304. case 3: type = .Vec2
  305. case 7: type = .Vec3
  306. case 15: type = .Vec4
  307. }
  308. }
  309. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  310. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  311. desc.inputs[in_idx] = {
  312. name = name,
  313. register = int(in_idx),
  314. format = format,
  315. type = type,
  316. }
  317. }
  318. }
  319. {
  320. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  321. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  322. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  323. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  324. if cb_info == nil {
  325. continue
  326. }
  327. cb_desc: d3d11.SHADER_BUFFER_DESC
  328. cb_info->GetDesc(&cb_desc)
  329. if cb_desc.Size == 0 {
  330. continue
  331. }
  332. constant_buffer_desc := d3d11.BUFFER_DESC{
  333. ByteWidth = cb_desc.Size,
  334. Usage = .DYNAMIC,
  335. BindFlags = {.CONSTANT_BUFFER},
  336. CPUAccessFlags = {.WRITE},
  337. }
  338. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  339. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  340. desc.constant_buffers[cb_idx].variables = variables
  341. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  342. for var_idx in 0..<cb_desc.Variables {
  343. var_info := cb_info->GetVariableByIndex(var_idx)
  344. if var_info == nil {
  345. continue
  346. }
  347. var_desc: d3d11.SHADER_VARIABLE_DESC
  348. var_info->GetDesc(&var_desc)
  349. if var_desc.Name != "" {
  350. variables[var_idx] = {
  351. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  352. loc = {
  353. buffer_idx = cb_idx,
  354. offset = var_desc.StartOffset,
  355. },
  356. }
  357. }
  358. }
  359. }
  360. }
  361. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), context.temp_allocator)
  362. for idx in 0..<len(desc.inputs) {
  363. input := desc.inputs[idx]
  364. input_layout_desc[idx] = {
  365. SemanticName = temp_cstring(input.name),
  366. Format = dxgi_format_from_shader_input_format(input.format),
  367. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  368. InputSlotClass = .VERTEX_DATA,
  369. }
  370. }
  371. input_layout: ^d3d11.IInputLayout
  372. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  373. ps_blob: ^d3d11.IBlob
  374. ps_blob_errors: ^d3d11.IBlob
  375. 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))
  376. if ps_blob_errors != nil {
  377. log.error("Failed compiling shader:")
  378. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  379. }
  380. pixel_shader: ^d3d11.IPixelShader
  381. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  382. d3d_shd.vertex_shader = vertex_shader
  383. d3d_shd.pixel_shader = pixel_shader
  384. d3d_shd.input_layout = input_layout
  385. h := hm.add(&s.shaders, d3d_shd)
  386. return h, desc
  387. }
  388. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  389. shd := hm.get(&s.shaders, h)
  390. if shd == nil {
  391. log.error("Invalid shader %v", h)
  392. return
  393. }
  394. shd.input_layout->Release()
  395. shd.vertex_shader->Release()
  396. shd.pixel_shader->Release()
  397. for c in shd.constant_buffers {
  398. if c.gpu_data != nil {
  399. c.gpu_data->Release()
  400. }
  401. }
  402. delete(shd.constant_buffers, s.allocator)
  403. hm.remove(&s.shaders, h)
  404. }
  405. // API END
  406. s: ^D3D11_State
  407. D3D11_Shader_Constant_Buffer :: struct {
  408. gpu_data: ^d3d11.IBuffer,
  409. }
  410. D3D11_Shader :: struct {
  411. handle: Shader_Handle,
  412. vertex_shader: ^d3d11.IVertexShader,
  413. pixel_shader: ^d3d11.IPixelShader,
  414. input_layout: ^d3d11.IInputLayout,
  415. constant_buffers: []D3D11_Shader_Constant_Buffer,
  416. }
  417. D3D11_State :: struct {
  418. allocator: runtime.Allocator,
  419. window_handle: dxgi.HWND,
  420. width: int,
  421. height: int,
  422. dxgi_adapter: ^dxgi.IAdapter,
  423. swapchain: ^dxgi.ISwapChain1,
  424. framebuffer_view: ^d3d11.IRenderTargetView,
  425. depth_buffer_view: ^d3d11.IDepthStencilView,
  426. device_context: ^d3d11.IDeviceContext,
  427. depth_stencil_state: ^d3d11.IDepthStencilState,
  428. rasterizer_state: ^d3d11.IRasterizerState,
  429. device: ^d3d11.IDevice,
  430. depth_buffer: ^d3d11.ITexture2D,
  431. framebuffer: ^d3d11.ITexture2D,
  432. blend_state: ^d3d11.IBlendState,
  433. sampler_state: ^d3d11.ISamplerState,
  434. // 0 or 1
  435. odd_frame: bool,
  436. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  437. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  438. info_queue: ^d3d11.IInfoQueue,
  439. vertex_buffer_gpu: ^d3d11.IBuffer,
  440. vertex_buffer_offset: int,
  441. }
  442. create_swapchain :: proc(w, h: int) {
  443. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  444. Width = u32(w),
  445. Height = u32(h),
  446. Format = .B8G8R8A8_UNORM,
  447. SampleDesc = {
  448. Count = 1,
  449. },
  450. BufferUsage = {.RENDER_TARGET_OUTPUT},
  451. BufferCount = 2,
  452. Scaling = .STRETCH,
  453. SwapEffect = .DISCARD,
  454. }
  455. dxgi_factory: ^dxgi.IFactory2
  456. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  457. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  458. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  459. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  460. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  461. s.framebuffer->GetDesc(&depth_buffer_desc)
  462. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  463. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  464. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  465. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  466. }
  467. Color_F32 :: [4]f32
  468. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  469. return {
  470. f32(color.r) / 255,
  471. f32(color.g) / 255,
  472. f32(color.b) / 255,
  473. f32(color.a) / 255,
  474. }
  475. }
  476. D3D11_Texture :: struct {
  477. handle: Texture_Handle,
  478. tex: ^d3d11.ITexture2D,
  479. view: ^d3d11.IShaderResourceView,
  480. }
  481. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  482. switch f {
  483. case .Unknown: return .UNKNOWN
  484. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  485. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  486. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  487. case .RGB32_Float: return .R32G32B32_FLOAT
  488. case .RG32_Float: return .R32G32_FLOAT
  489. case .R32_Float: return .R32_FLOAT
  490. }
  491. log.error("Unknown format")
  492. return .UNKNOWN
  493. }
  494. // CHeck win errors and print message log if there is any error
  495. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  496. if hr >= 0 {
  497. return hr
  498. }
  499. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  500. log_messages(loc)
  501. return hr
  502. }
  503. log_messages :: proc(loc := #caller_location) {
  504. iq := s.info_queue
  505. if iq == nil {
  506. return
  507. }
  508. n := iq->GetNumStoredMessages()
  509. longest_msg: d3d11.SIZE_T
  510. for i in 0..=n {
  511. msglen: d3d11.SIZE_T
  512. iq->GetMessage(i, nil, &msglen)
  513. if msglen > longest_msg {
  514. longest_msg = msglen
  515. }
  516. }
  517. if longest_msg > 0 {
  518. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  519. for i in 0..=n {
  520. msglen: d3d11.SIZE_T
  521. iq->GetMessage(i, nil, &msglen)
  522. if msglen > 0 {
  523. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  524. iq->GetMessage(i, msg, &msglen)
  525. log.error(msg.pDescription, location = loc)
  526. }
  527. }
  528. }
  529. iq->ClearStoredMessages()
  530. }