backend_d3d11.odin 16 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  4. import d3d11 "vendor:directx/d3d11"
  5. import dxgi "vendor:directx/dxgi"
  6. import "vendor:directx/d3d_compiler"
  7. import "core:strings"
  8. import "core:log"
  9. import "core:slice"
  10. import "core:mem"
  11. import hm "handle_map"
  12. import "base:runtime"
  13. @(private="package")
  14. BACKEND_D3D11 :: Rendering_Backend_Interface {
  15. state_size = proc() -> int {
  16. return size_of(D3D11_State)
  17. },
  18. init = proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  19. s = (^D3D11_State)(state)
  20. s.allocator = allocator
  21. s.window_handle = dxgi.HWND(window_handle)
  22. s.width = swapchain_width
  23. s.height = swapchain_height
  24. feature_levels := [?]d3d11.FEATURE_LEVEL{
  25. ._11_1,
  26. ._11_0,
  27. }
  28. base_device: ^d3d11.IDevice
  29. base_device_context: ^d3d11.IDeviceContext
  30. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  31. .BGRA_SUPPORT,
  32. }
  33. when ODIN_DEBUG {
  34. device_flags += { .DEBUG }
  35. }
  36. ch(d3d11.CreateDevice(
  37. nil,
  38. .HARDWARE,
  39. nil,
  40. device_flags,
  41. &feature_levels[0], len(feature_levels),
  42. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  43. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  44. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  45. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  46. dxgi_device: ^dxgi.IDevice
  47. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  48. base_device->Release()
  49. base_device_context->Release()
  50. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  51. create_swapchain(swapchain_width, swapchain_height)
  52. rasterizer_desc := d3d11.RASTERIZER_DESC{
  53. FillMode = .SOLID,
  54. CullMode = .BACK,
  55. }
  56. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  57. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  58. DepthEnable = false,
  59. DepthWriteMask = .ALL,
  60. DepthFunc = .LESS,
  61. }
  62. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  63. vertex_buffer_desc := d3d11.BUFFER_DESC{
  64. ByteWidth = VERTEX_BUFFER_MAX,
  65. Usage = .DYNAMIC,
  66. BindFlags = {.VERTEX_BUFFER},
  67. CPUAccessFlags = {.WRITE},
  68. }
  69. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  70. blend_desc := d3d11.BLEND_DESC {
  71. RenderTarget = {
  72. 0 = {
  73. BlendEnable = true,
  74. SrcBlend = .SRC_ALPHA,
  75. DestBlend = .INV_SRC_ALPHA,
  76. BlendOp = .ADD,
  77. SrcBlendAlpha = .ONE,
  78. DestBlendAlpha = .ZERO,
  79. BlendOpAlpha = .ADD,
  80. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  81. },
  82. },
  83. }
  84. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  85. sampler_desc := d3d11.SAMPLER_DESC{
  86. Filter = .MIN_MAG_MIP_POINT,
  87. AddressU = .WRAP,
  88. AddressV = .WRAP,
  89. AddressW = .WRAP,
  90. ComparisonFunc = .NEVER,
  91. }
  92. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  93. },
  94. shutdown = proc() {
  95. s.sampler_state->Release()
  96. s.framebuffer_view->Release()
  97. s.depth_buffer_view->Release()
  98. s.depth_buffer->Release()
  99. s.framebuffer->Release()
  100. s.device_context->Release()
  101. s.vertex_buffer_gpu->Release()
  102. s.depth_stencil_state->Release()
  103. s.rasterizer_state->Release()
  104. s.swapchain->Release()
  105. s.blend_state->Release()
  106. s.dxgi_adapter->Release()
  107. when ODIN_DEBUG {
  108. debug: ^d3d11.IDebug
  109. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  110. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  111. log_messages()
  112. }
  113. debug->Release()
  114. }
  115. s.device->Release()
  116. s.info_queue->Release()
  117. },
  118. clear = proc(color: Color) {
  119. c := f32_color_from_color(color)
  120. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  121. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  122. },
  123. present = proc() {
  124. ch(s.swapchain->Present(1, {}))
  125. if s.odd_frame {
  126. s.vertex_buffer_offset = 0
  127. }
  128. s.odd_frame = !s.odd_frame
  129. },
  130. draw = proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, vertex_buffer: []u8) {
  131. if len(vertex_buffer) == 0 {
  132. return
  133. }
  134. d3d_shd := hm.get(&s.shaders, shd.handle)
  135. if d3d_shd == nil {
  136. return
  137. }
  138. viewport := d3d11.VIEWPORT{
  139. 0, 0,
  140. f32(s.width), f32(s.height),
  141. 0, 1,
  142. }
  143. dc := s.device_context
  144. vb_data: d3d11.MAPPED_SUBRESOURCE
  145. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  146. {
  147. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  148. copy(
  149. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  150. vertex_buffer,
  151. )
  152. }
  153. dc->Unmap(s.vertex_buffer_gpu, 0)
  154. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  155. dc->IASetInputLayout(d3d_shd.input_layout)
  156. vertex_buffer_offset := u32(s.vertex_buffer_offset)
  157. vertex_buffer_stride := u32(shd.vertex_size)
  158. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  159. for mloc, builtin in shd.constant_builtin_locations {
  160. loc, loc_ok := mloc.?
  161. if !loc_ok {
  162. continue
  163. }
  164. switch builtin {
  165. case .MVP:
  166. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  167. dst^ = view_proj
  168. }
  169. }
  170. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  171. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  172. for cb_idx in 0..<len(shd.constant_buffers) {
  173. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  174. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  175. if gpu_data == nil {
  176. continue
  177. }
  178. cb_data: d3d11.MAPPED_SUBRESOURCE
  179. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  180. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  181. dc->Unmap(gpu_data, 0)
  182. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  183. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  184. }
  185. dc->RSSetViewports(1, &viewport)
  186. dc->RSSetState(s.rasterizer_state)
  187. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  188. if t := hm.get(&s.textures, texture); t != nil {
  189. dc->PSSetShaderResources(0, 1, &t.view)
  190. }
  191. dc->PSSetSamplers(0, 1, &s.sampler_state)
  192. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  193. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  194. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  195. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  196. s.vertex_buffer_offset += len(vertex_buffer)
  197. log_messages()
  198. },
  199. resize_swapchain = proc(w, h: int) {
  200. s.depth_buffer->Release()
  201. s.depth_buffer_view->Release()
  202. s.framebuffer->Release()
  203. s.framebuffer_view->Release()
  204. s.swapchain->Release()
  205. s.width = w
  206. s.height = h
  207. create_swapchain(w, h)
  208. },
  209. get_swapchain_width = proc() -> int {
  210. return s.width
  211. },
  212. get_swapchain_height = proc() -> int {
  213. return s.height
  214. },
  215. set_internal_state = proc(state: rawptr) {
  216. s = (^D3D11_State)(state)
  217. },
  218. load_texture = proc(data: []u8, width: int, height: int) -> Texture_Handle {
  219. texture_desc := d3d11.TEXTURE2D_DESC{
  220. Width = u32(width),
  221. Height = u32(height),
  222. MipLevels = 1,
  223. ArraySize = 1,
  224. // TODO: _SRGB or not?
  225. Format = .R8G8B8A8_UNORM,
  226. SampleDesc = {Count = 1},
  227. Usage = .IMMUTABLE,
  228. BindFlags = {.SHADER_RESOURCE},
  229. }
  230. texture_data := d3d11.SUBRESOURCE_DATA{
  231. pSysMem = raw_data(data),
  232. SysMemPitch = u32(width * 4),
  233. }
  234. texture: ^d3d11.ITexture2D
  235. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  236. texture_view: ^d3d11.IShaderResourceView
  237. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  238. tex := D3D11_Texture {
  239. tex = texture,
  240. view = texture_view,
  241. }
  242. return hm.add(&s.textures, tex)
  243. },
  244. destroy_texture = proc(th: Texture_Handle) {
  245. if t := hm.get(&s.textures, th); t != nil {
  246. t.tex->Release()
  247. t.view->Release()
  248. }
  249. hm.remove(&s.textures, th)
  250. },
  251. load_shader = proc(shader_source: string, desc_allocator := context.temp_allocator, layout_formats: []Shader_Input_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  252. vs_blob: ^d3d11.IBlob
  253. vs_blob_errors: ^d3d11.IBlob
  254. 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))
  255. if vs_blob_errors != nil {
  256. log.error("Failed compiling shader:")
  257. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  258. return
  259. }
  260. vertex_shader: ^d3d11.IVertexShader
  261. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  262. ref: ^d3d11.IShaderReflection
  263. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  264. d3d_shd: D3D11_Shader
  265. d3d_desc: d3d11.SHADER_DESC
  266. ch(ref->GetDesc(&d3d_desc))
  267. {
  268. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  269. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  270. for in_idx in 0..<d3d_desc.InputParameters {
  271. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  272. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  273. log.errorf("Invalid shader input: %v", in_idx)
  274. continue
  275. }
  276. type: Shader_Input_Type
  277. if in_desc.SemanticIndex > 0 {
  278. log.errorf("Matrix shader input types not yet implemented")
  279. continue
  280. }
  281. switch in_desc.ComponentType {
  282. case .UNKNOWN: log.errorf("Unknown component type")
  283. case .UINT32: log.errorf("Not implemented")
  284. case .SINT32: log.errorf("Not implemented")
  285. case .FLOAT32:
  286. switch in_desc.Mask {
  287. case 0: log.errorf("Invalid input mask"); continue
  288. case 1: type = .F32
  289. case 3: type = .Vec2
  290. case 7: type = .Vec3
  291. case 15: type = .Vec4
  292. }
  293. }
  294. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  295. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  296. desc.inputs[in_idx] = {
  297. name = name,
  298. register = int(in_idx),
  299. format = format,
  300. type = type,
  301. }
  302. }
  303. }
  304. {
  305. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  306. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  307. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  308. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  309. if cb_info == nil {
  310. continue
  311. }
  312. cb_desc: d3d11.SHADER_BUFFER_DESC
  313. cb_info->GetDesc(&cb_desc)
  314. if cb_desc.Size == 0 {
  315. continue
  316. }
  317. constant_buffer_desc := d3d11.BUFFER_DESC{
  318. ByteWidth = cb_desc.Size,
  319. Usage = .DYNAMIC,
  320. BindFlags = {.CONSTANT_BUFFER},
  321. CPUAccessFlags = {.WRITE},
  322. }
  323. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  324. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  325. desc.constant_buffers[cb_idx].variables = variables
  326. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  327. for var_idx in 0..<cb_desc.Variables {
  328. var_info := cb_info->GetVariableByIndex(var_idx)
  329. if var_info == nil {
  330. continue
  331. }
  332. var_desc: d3d11.SHADER_VARIABLE_DESC
  333. var_info->GetDesc(&var_desc)
  334. if var_desc.Name != "" {
  335. variables[var_idx] = {
  336. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  337. loc = {
  338. buffer_idx = cb_idx,
  339. offset = var_desc.StartOffset,
  340. },
  341. }
  342. }
  343. }
  344. }
  345. }
  346. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), context.temp_allocator)
  347. for idx in 0..<len(desc.inputs) {
  348. input := desc.inputs[idx]
  349. input_layout_desc[idx] = {
  350. SemanticName = temp_cstring(input.name),
  351. Format = dxgi_format_from_shader_input_format(input.format),
  352. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  353. InputSlotClass = .VERTEX_DATA,
  354. }
  355. }
  356. input_layout: ^d3d11.IInputLayout
  357. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  358. ps_blob: ^d3d11.IBlob
  359. ps_blob_errors: ^d3d11.IBlob
  360. 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))
  361. if ps_blob_errors != nil {
  362. log.error("Failed compiling shader:")
  363. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  364. }
  365. pixel_shader: ^d3d11.IPixelShader
  366. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  367. d3d_shd.vertex_shader = vertex_shader
  368. d3d_shd.pixel_shader = pixel_shader
  369. d3d_shd.input_layout = input_layout
  370. h := hm.add(&s.shaders, d3d_shd)
  371. return h, desc
  372. },
  373. destroy_shader = proc(h: Shader_Handle) {
  374. shd := hm.get(&s.shaders, h)
  375. if shd == nil {
  376. log.error("Invalid shader %v", h)
  377. return
  378. }
  379. shd.input_layout->Release()
  380. shd.vertex_shader->Release()
  381. shd.pixel_shader->Release()
  382. for c in shd.constant_buffers {
  383. if c.gpu_data != nil {
  384. c.gpu_data->Release()
  385. }
  386. }
  387. delete(shd.constant_buffers, s.allocator)
  388. hm.remove(&s.shaders, h)
  389. },
  390. // end BACKEND_D3D11
  391. }
  392. s: ^D3D11_State
  393. D3D11_Shader_Constant_Buffer :: struct {
  394. gpu_data: ^d3d11.IBuffer,
  395. }
  396. D3D11_Shader :: struct {
  397. handle: Shader_Handle,
  398. vertex_shader: ^d3d11.IVertexShader,
  399. pixel_shader: ^d3d11.IPixelShader,
  400. input_layout: ^d3d11.IInputLayout,
  401. constant_buffers: []D3D11_Shader_Constant_Buffer,
  402. }
  403. D3D11_State :: struct {
  404. allocator: runtime.Allocator,
  405. window_handle: dxgi.HWND,
  406. width: int,
  407. height: int,
  408. dxgi_adapter: ^dxgi.IAdapter,
  409. swapchain: ^dxgi.ISwapChain1,
  410. framebuffer_view: ^d3d11.IRenderTargetView,
  411. depth_buffer_view: ^d3d11.IDepthStencilView,
  412. device_context: ^d3d11.IDeviceContext,
  413. depth_stencil_state: ^d3d11.IDepthStencilState,
  414. rasterizer_state: ^d3d11.IRasterizerState,
  415. device: ^d3d11.IDevice,
  416. depth_buffer: ^d3d11.ITexture2D,
  417. framebuffer: ^d3d11.ITexture2D,
  418. blend_state: ^d3d11.IBlendState,
  419. sampler_state: ^d3d11.ISamplerState,
  420. // 0 or 1
  421. odd_frame: bool,
  422. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  423. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  424. info_queue: ^d3d11.IInfoQueue,
  425. vertex_buffer_gpu: ^d3d11.IBuffer,
  426. vertex_buffer_offset: int,
  427. }
  428. create_swapchain :: proc(w, h: int) {
  429. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  430. Width = u32(w),
  431. Height = u32(h),
  432. Format = .B8G8R8A8_UNORM,
  433. SampleDesc = {
  434. Count = 1,
  435. },
  436. BufferUsage = {.RENDER_TARGET_OUTPUT},
  437. BufferCount = 2,
  438. Scaling = .STRETCH,
  439. SwapEffect = .DISCARD,
  440. }
  441. dxgi_factory: ^dxgi.IFactory2
  442. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  443. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  444. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  445. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  446. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  447. s.framebuffer->GetDesc(&depth_buffer_desc)
  448. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  449. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  450. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  451. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  452. }
  453. Color_F32 :: [4]f32
  454. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  455. return {
  456. f32(color.r) / 255,
  457. f32(color.g) / 255,
  458. f32(color.b) / 255,
  459. f32(color.a) / 255,
  460. }
  461. }
  462. D3D11_Texture :: struct {
  463. handle: Texture_Handle,
  464. tex: ^d3d11.ITexture2D,
  465. view: ^d3d11.IShaderResourceView,
  466. }
  467. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  468. switch f {
  469. case .Unknown: return .UNKNOWN
  470. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  471. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  472. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  473. case .RGB32_Float: return .R32G32B32_FLOAT
  474. case .RG32_Float: return .R32G32_FLOAT
  475. case .R32_Float: return .R32_FLOAT
  476. }
  477. log.error("Unknown format")
  478. return .UNKNOWN
  479. }
  480. // CHeck win errors and print message log if there is any error
  481. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  482. if hr >= 0 {
  483. return hr
  484. }
  485. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  486. log_messages(loc)
  487. return hr
  488. }
  489. log_messages :: proc(loc := #caller_location) {
  490. iq := s.info_queue
  491. if iq == nil {
  492. return
  493. }
  494. n := iq->GetNumStoredMessages()
  495. longest_msg: d3d11.SIZE_T
  496. for i in 0..=n {
  497. msglen: d3d11.SIZE_T
  498. iq->GetMessage(i, nil, &msglen)
  499. if msglen > longest_msg {
  500. longest_msg = msglen
  501. }
  502. }
  503. if longest_msg > 0 {
  504. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  505. for i in 0..=n {
  506. msglen: d3d11.SIZE_T
  507. iq->GetMessage(i, nil, &msglen)
  508. if msglen > 0 {
  509. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  510. iq->GetMessage(i, msg, &msglen)
  511. log.error(msg.pDescription, location = loc)
  512. }
  513. }
  514. }
  515. iq->ClearStoredMessages()
  516. }