backend_d3d11.odin 19 KB

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  1. #+build windows
  2. package karl2d
  3. import win32 "core:sys/windows"
  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:math/linalg"
  10. import "core:slice"
  11. import "core:mem"
  12. import hm "handle_map"
  13. import "base:runtime"
  14. BACKEND_D3D11 :: Rendering_Backend {
  15. state_size = d3d11_state_size,
  16. init = d3d11_init,
  17. shutdown = d3d11_shutdown,
  18. clear = d3d11_clear,
  19. present = d3d11_present,
  20. draw = d3d11_draw,
  21. get_swapchain_width = d3d11_get_swapchain_width,
  22. get_swapchain_height = d3d11_get_swapchain_height,
  23. set_view_projection_matrix = d3d11_set_view_projection_matrix,
  24. set_internal_state = d3d11_set_internal_state,
  25. load_texture = d3d11_load_texture,
  26. destroy_texture = d3d11_destroy_texture,
  27. load_shader = d3d11_load_shader,
  28. destroy_shader = d3d11_destroy_shader,
  29. }
  30. @(private="file")
  31. s: ^D3D11_State
  32. d3d11_state_size :: proc() -> int {
  33. return size_of(D3D11_State)
  34. }
  35. d3d11_init :: proc(state: rawptr, window_handle: uintptr, swapchain_width, swapchain_height: int,
  36. allocator := context.allocator, loc := #caller_location) {
  37. hwnd := win32.HWND(window_handle)
  38. s = (^D3D11_State)(state)
  39. s.allocator = allocator
  40. s.width = swapchain_width
  41. s.height = swapchain_height
  42. feature_levels := [?]d3d11.FEATURE_LEVEL{
  43. ._11_1,
  44. ._11_0,
  45. }
  46. base_device: ^d3d11.IDevice
  47. base_device_context: ^d3d11.IDeviceContext
  48. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  49. .BGRA_SUPPORT,
  50. }
  51. when ODIN_DEBUG {
  52. device_flags += { .DEBUG }
  53. }
  54. ch(d3d11.CreateDevice(
  55. nil,
  56. .HARDWARE,
  57. nil,
  58. device_flags,
  59. &feature_levels[0], len(feature_levels),
  60. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  61. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  62. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  63. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  64. dxgi_device: ^dxgi.IDevice
  65. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  66. base_device->Release()
  67. base_device_context->Release()
  68. dxgi_adapter: ^dxgi.IAdapter
  69. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  70. dxgi_device->Release()
  71. dxgi_factory: ^dxgi.IFactory2
  72. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  73. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  74. Format = .B8G8R8A8_UNORM,
  75. SampleDesc = {
  76. Count = 1,
  77. },
  78. BufferUsage = {.RENDER_TARGET_OUTPUT},
  79. BufferCount = 2,
  80. Scaling = .STRETCH,
  81. SwapEffect = .DISCARD,
  82. }
  83. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  84. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  85. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  86. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  87. s.framebuffer->GetDesc(&depth_buffer_desc)
  88. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  89. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  90. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  91. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  92. rasterizer_desc := d3d11.RASTERIZER_DESC{
  93. FillMode = .SOLID,
  94. CullMode = .BACK,
  95. }
  96. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  97. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  98. DepthEnable = false,
  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.constant_buffer->Release()
  143. s.depth_stencil_state->Release()
  144. s.rasterizer_state->Release()
  145. s.swapchain->Release()
  146. s.blend_state->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_set_internal_state :: proc(state: rawptr) {
  159. s = (^D3D11_State)(state)
  160. }
  161. d3d11_get_swapchain_width :: proc() -> int {
  162. return s.width
  163. }
  164. d3d11_get_swapchain_height :: proc() -> int {
  165. return s.height
  166. }
  167. d3d11_set_view_projection_matrix :: proc(m: Mat4) {
  168. s.view_proj = m
  169. }
  170. VERTEX_BUFFER_MAX :: 1000000
  171. TEXTURE_NONE :: Texture_Handle {}
  172. Shader_Constant_Buffer :: struct {
  173. gpu_data: ^d3d11.IBuffer,
  174. cpu_data: []u8,
  175. }
  176. Shader_Builtin_Constant :: enum {
  177. MVP,
  178. }
  179. Shader_Input_Type :: enum {
  180. F32,
  181. Vec2,
  182. Vec3,
  183. Vec4,
  184. }
  185. Shader_Input :: struct {
  186. name: string,
  187. register: int,
  188. type: Shader_Input_Type,
  189. format: Shader_Input_Format,
  190. }
  191. Shader_Default_Inputs :: enum {
  192. Position,
  193. UV,
  194. Color,
  195. }
  196. D3D11_Shader :: struct {
  197. handle: Shader_Handle,
  198. vertex_shader: ^d3d11.IVertexShader,
  199. pixel_shader: ^d3d11.IPixelShader,
  200. input_layout: ^d3d11.IInputLayout,
  201. }
  202. D3D11_State :: struct {
  203. allocator: runtime.Allocator,
  204. width: int,
  205. height: int,
  206. swapchain: ^dxgi.ISwapChain1,
  207. framebuffer_view: ^d3d11.IRenderTargetView,
  208. depth_buffer_view: ^d3d11.IDepthStencilView,
  209. device_context: ^d3d11.IDeviceContext,
  210. depth_stencil_state: ^d3d11.IDepthStencilState,
  211. rasterizer_state: ^d3d11.IRasterizerState,
  212. device: ^d3d11.IDevice,
  213. depth_buffer: ^d3d11.ITexture2D,
  214. framebuffer: ^d3d11.ITexture2D,
  215. blend_state: ^d3d11.IBlendState,
  216. sampler_state: ^d3d11.ISamplerState,
  217. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  218. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  219. info_queue: ^d3d11.IInfoQueue,
  220. vertex_buffer_gpu: ^d3d11.IBuffer,
  221. vertex_buffer_offset: int,
  222. batch_shader: Shader_Handle,
  223. view_proj: Mat4,
  224. }
  225. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  226. return {
  227. v.x, v.y, 0,
  228. }
  229. }
  230. Color_F32 :: [4]f32
  231. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  232. return {
  233. f32(color.r) / 255,
  234. f32(color.g) / 255,
  235. f32(color.b) / 255,
  236. f32(color.a) / 255,
  237. }
  238. }
  239. d3d11_clear :: proc(color: Color) {
  240. c := f32_color_from_color(color)
  241. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  242. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  243. }
  244. D3D11_Texture :: struct {
  245. handle: Texture_Handle,
  246. tex: ^d3d11.ITexture2D,
  247. view: ^d3d11.IShaderResourceView,
  248. }
  249. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  250. texture_desc := d3d11.TEXTURE2D_DESC{
  251. Width = u32(width),
  252. Height = u32(height),
  253. MipLevels = 1,
  254. ArraySize = 1,
  255. // TODO: _SRGB or not?
  256. Format = .R8G8B8A8_UNORM,
  257. SampleDesc = {Count = 1},
  258. Usage = .IMMUTABLE,
  259. BindFlags = {.SHADER_RESOURCE},
  260. }
  261. texture_data := d3d11.SUBRESOURCE_DATA{
  262. pSysMem = raw_data(data),
  263. SysMemPitch = u32(width * 4),
  264. }
  265. texture: ^d3d11.ITexture2D
  266. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  267. texture_view: ^d3d11.IShaderResourceView
  268. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  269. tex := D3D11_Texture {
  270. tex = texture,
  271. view = texture_view,
  272. }
  273. return hm.add(&s.textures, tex)
  274. }
  275. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  276. if t := hm.get(&s.textures, th); t != nil {
  277. t.tex->Release()
  278. t.view->Release()
  279. }
  280. hm.remove(&s.textures, th)
  281. }
  282. Shader_Input_Value_Override :: struct {
  283. val: [256]u8,
  284. used: int,
  285. }
  286. create_vertex_input_override :: proc(val: $T) -> Shader_Input_Value_Override {
  287. assert(size_of(T) < 256)
  288. res: Shader_Input_Value_Override
  289. ((^T)(raw_data(&res.val)))^ = val
  290. res.used = size_of(T)
  291. return res
  292. }
  293. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, vertex_buffer: []u8) {
  294. if len(vertex_buffer) == 0 {
  295. return
  296. }
  297. d3d_shd := hm.get(&s.shaders, shd.handle)
  298. if d3d_shd == nil {
  299. return
  300. }
  301. viewport := d3d11.VIEWPORT{
  302. 0, 0,
  303. f32(s.width), f32(s.height),
  304. 0, 1,
  305. }
  306. dc := s.device_context
  307. vb_data: d3d11.MAPPED_SUBRESOURCE
  308. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  309. {
  310. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  311. copy(
  312. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  313. vertex_buffer,
  314. )
  315. }
  316. dc->Unmap(s.vertex_buffer_gpu, 0)
  317. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  318. dc->IASetInputLayout(d3d_shd.input_layout)
  319. vertex_buffer_offset := u32(0)
  320. vertex_buffer_stride := u32(shd.vertex_size)
  321. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  322. for mloc, builtin in shd.constant_builtin_locations {
  323. loc, loc_ok := mloc.?
  324. if !loc_ok {
  325. continue
  326. }
  327. switch builtin {
  328. case .MVP:
  329. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  330. dst^ = s.view_proj
  331. }
  332. }
  333. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  334. for &c, c_idx in shd.constant_buffers {
  335. if c.gpu_data == nil {
  336. continue
  337. }
  338. cb_data: d3d11.MAPPED_SUBRESOURCE
  339. ch(dc->Map(c.gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  340. mem.copy(cb_data.pData, raw_data(c.cpu_data), len(c.cpu_data))
  341. dc->Unmap(c.gpu_data, 0)
  342. dc->VSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  343. dc->PSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  344. }
  345. dc->RSSetViewports(1, &viewport)
  346. dc->RSSetState(s.rasterizer_state)
  347. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  348. if t := hm.get(&s.textures, texture); t != nil {
  349. dc->PSSetShaderResources(0, 1, &t.view)
  350. }
  351. dc->PSSetSamplers(0, 1, &s.sampler_state)
  352. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  353. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  354. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  355. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  356. s.vertex_buffer_offset += len(vertex_buffer)
  357. log_messages()
  358. }
  359. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  360. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  361. }
  362. d3d11_present :: proc() {
  363. ch(s.swapchain->Present(1, {}))
  364. s.vertex_buffer_offset = 0
  365. }
  366. Shader_Constant_Location :: struct {
  367. buffer_idx: u32,
  368. offset: u32,
  369. }
  370. d3d11_load_shader :: proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader {
  371. vs_blob: ^d3d11.IBlob
  372. vs_blob_errors: ^d3d11.IBlob
  373. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  374. if vs_blob_errors != nil {
  375. log.error("Failed compiling shader:")
  376. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  377. }
  378. vertex_shader: ^d3d11.IVertexShader
  379. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  380. ref: ^d3d11.IShaderReflection
  381. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  382. constant_buffers: []Shader_Constant_Buffer
  383. constant_lookup: map[string]Shader_Constant_Location
  384. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  385. inputs: []Shader_Input
  386. {
  387. context.allocator = s.allocator
  388. d: d3d11.SHADER_DESC
  389. ch(ref->GetDesc(&d))
  390. inputs = make([]Shader_Input, d.InputParameters)
  391. for in_idx in 0..<d.InputParameters {
  392. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  393. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  394. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  395. continue
  396. }
  397. type: Shader_Input_Type
  398. if in_desc.SemanticIndex > 0 {
  399. log.errorf("Matrix shader input types not yet implemented")
  400. continue
  401. }
  402. switch in_desc.ComponentType {
  403. case .UNKNOWN: log.errorf("Unknown component type")
  404. case .UINT32: log.errorf("Not implemented")
  405. case .SINT32: log.errorf("Not implemented")
  406. case .FLOAT32:
  407. switch in_desc.Mask {
  408. case 0: log.errorf("Invalid input mask"); continue
  409. case 1: type = .F32
  410. case 3: type = .Vec2
  411. case 7: type = .Vec3
  412. case 15: type = .Vec4
  413. }
  414. }
  415. inputs[in_idx] = {
  416. name = strings.clone_from_cstring(in_desc.SemanticName),
  417. register = int(in_idx),
  418. type = type,
  419. }
  420. }
  421. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  422. for cb_idx in 0..<d.ConstantBuffers {
  423. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  424. if cb_info == nil {
  425. continue
  426. }
  427. cb_desc: d3d11.SHADER_BUFFER_DESC
  428. cb_info->GetDesc(&cb_desc)
  429. if cb_desc.Size == 0 {
  430. continue
  431. }
  432. b := &constant_buffers[cb_idx]
  433. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  434. constant_buffer_desc := d3d11.BUFFER_DESC{
  435. ByteWidth = cb_desc.Size,
  436. Usage = .DYNAMIC,
  437. BindFlags = {.CONSTANT_BUFFER},
  438. CPUAccessFlags = {.WRITE},
  439. }
  440. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &b.gpu_data))
  441. for var_idx in 0..<cb_desc.Variables {
  442. var_info := cb_info->GetVariableByIndex(var_idx)
  443. if var_info == nil {
  444. continue
  445. }
  446. var_desc: d3d11.SHADER_VARIABLE_DESC
  447. var_info->GetDesc(&var_desc)
  448. if var_desc.Name != "" {
  449. loc := Shader_Constant_Location {
  450. buffer_idx = cb_idx,
  451. offset = var_desc.StartOffset,
  452. }
  453. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  454. switch var_desc.Name {
  455. case "mvp":
  456. constant_builtin_locations[.MVP] = loc
  457. }
  458. }
  459. // TODO add the size or type somewhere so we set it correctly
  460. /*log.info(var_desc)
  461. type_info := var_info->GetType()
  462. type_info_desc: d3d11.SHADER_TYPE_DESC
  463. type_info->GetDesc(&type_info_desc)
  464. log.info(type_info_desc)*/
  465. }
  466. }
  467. }
  468. default_input_offsets: [Shader_Default_Inputs]int
  469. for &d in default_input_offsets {
  470. d = -1
  471. }
  472. input_offset: int
  473. if len(layout_formats) > 0 {
  474. if len(layout_formats) != len(inputs) {
  475. log.error("Passed number of layout formats isn't same as number of shader inputs")
  476. } else {
  477. for &i, idx in inputs {
  478. i.format = layout_formats[idx]
  479. if i.name == "POS" && i.type == .Vec2 {
  480. default_input_offsets[.Position] = input_offset
  481. } else if i.name == "UV" && i.type == .Vec2 {
  482. default_input_offsets[.UV] = input_offset
  483. } else if i.name == "COL" && i.type == .Vec4 {
  484. default_input_offsets[.Color] = input_offset
  485. }
  486. input_offset += shader_input_format_size(i.format)
  487. }
  488. }
  489. } else {
  490. for &i in inputs {
  491. if i.name == "POS" && i.type == .Vec2 {
  492. i.format = .RG32_Float
  493. default_input_offsets[.Position] = input_offset
  494. } else if i.name == "UV" && i.type == .Vec2 {
  495. i.format = .RG32_Float
  496. default_input_offsets[.UV] = input_offset
  497. } else if i.name == "COL" && i.type == .Vec4 {
  498. i.format = .RGBA8_Norm
  499. default_input_offsets[.Color] = input_offset
  500. } else {
  501. switch i.type {
  502. case .F32: i.format = .R32_Float
  503. case .Vec2: i.format = .RG32_Float
  504. case .Vec3: i.format = .RGBA32_Float
  505. case .Vec4: i.format = .RGBA32_Float
  506. }
  507. }
  508. input_offset += shader_input_format_size(i.format)
  509. }
  510. }
  511. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  512. for idx in 0..<len(inputs) {
  513. input := inputs[idx]
  514. input_layout_desc[idx] = {
  515. SemanticName = temp_cstring(input.name),
  516. Format = dxgi_format_from_shader_input_format(input.format),
  517. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  518. InputSlotClass = .VERTEX_DATA,
  519. }
  520. }
  521. input_layout: ^d3d11.IInputLayout
  522. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  523. ps_blob: ^d3d11.IBlob
  524. ps_blob_errors: ^d3d11.IBlob
  525. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  526. if ps_blob_errors != nil {
  527. log.error("Failed compiling shader:")
  528. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  529. }
  530. pixel_shader: ^d3d11.IPixelShader
  531. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  532. shd := D3D11_Shader {
  533. vertex_shader = vertex_shader,
  534. pixel_shader = pixel_shader,
  535. input_layout = input_layout,
  536. }
  537. h := hm.add(&s.shaders, shd)
  538. return {
  539. handle = h,
  540. constant_buffers = constant_buffers,
  541. constant_lookup = constant_lookup,
  542. constant_builtin_locations = constant_builtin_locations,
  543. inputs = inputs,
  544. input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
  545. default_input_offsets = default_input_offsets,
  546. vertex_size = input_offset,
  547. }
  548. }
  549. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  550. switch f {
  551. case .Unknown: return .UNKNOWN
  552. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  553. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  554. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  555. case .RG32_Float: return .R32G32_FLOAT
  556. case .R32_Float: return .R32_FLOAT
  557. }
  558. log.error("Unknown format")
  559. return .UNKNOWN
  560. }
  561. shader_input_format_size :: proc(f: Shader_Input_Format) -> int {
  562. switch f {
  563. case .Unknown: return 0
  564. case .RGBA32_Float: return 32
  565. case .RGBA8_Norm: return 4
  566. case .RGBA8_Norm_SRGB: return 4
  567. case .RG32_Float: return 8
  568. case .R32_Float: return 4
  569. }
  570. return 0
  571. }
  572. d3d11_destroy_shader :: proc(shd: Shader) {
  573. if d3d_shd := hm.get(&s.shaders, shd.handle); d3d_shd != nil {
  574. d3d_shd.input_layout->Release()
  575. d3d_shd.vertex_shader->Release()
  576. d3d_shd.pixel_shader->Release()
  577. }
  578. hm.remove(&s.shaders, shd.handle)
  579. for c in shd.constant_buffers {
  580. if c.gpu_data != nil {
  581. c.gpu_data->Release()
  582. }
  583. delete(c.cpu_data)
  584. }
  585. delete(shd.constant_buffers)
  586. for k,_ in shd.constant_lookup {
  587. delete(k)
  588. }
  589. delete(shd.constant_lookup)
  590. for i in shd.inputs {
  591. delete(i.name)
  592. }
  593. delete(shd.inputs)
  594. }
  595. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  596. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  597. }
  598. // CHeck win errors and print message log if there is any error
  599. ch :: proc(hr: win32.HRESULT, loc := #caller_location) -> win32.HRESULT {
  600. if hr >= 0 {
  601. return hr
  602. }
  603. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  604. log_messages(loc)
  605. return hr
  606. }
  607. log_messages :: proc(loc := #caller_location) {
  608. iq := s.info_queue
  609. if iq == nil {
  610. return
  611. }
  612. n := iq->GetNumStoredMessages()
  613. longest_msg: d3d11.SIZE_T
  614. for i in 0..=n {
  615. msglen: d3d11.SIZE_T
  616. iq->GetMessage(i, nil, &msglen)
  617. if msglen > longest_msg {
  618. longest_msg = msglen
  619. }
  620. }
  621. if longest_msg > 0 {
  622. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  623. for i in 0..=n {
  624. msglen: d3d11.SIZE_T
  625. iq->GetMessage(i, nil, &msglen)
  626. if msglen > 0 {
  627. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  628. iq->GetMessage(i, msg, &msglen)
  629. log.error(msg.pDescription, location = loc)
  630. }
  631. }
  632. }
  633. iq->ClearStoredMessages()
  634. }