render_backend_d3d11.odin 17 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_INTERFACE_D3D11 :: Render_Backend_Interface {
  6. state_size = d3d11_state_size,
  7. init = d3d11_init,
  8. shutdown = d3d11_shutdown,
  9. clear = d3d11_clear,
  10. present = d3d11_present,
  11. draw = d3d11_draw,
  12. resize_swapchain = d3d11_resize_swapchain,
  13. get_swapchain_width = d3d11_get_swapchain_width,
  14. get_swapchain_height = d3d11_get_swapchain_height,
  15. 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. when ODIN_DEBUG {
  59. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  60. }
  61. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  62. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  63. dxgi_device: ^dxgi.IDevice
  64. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  65. base_device->Release()
  66. base_device_context->Release()
  67. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  68. create_swapchain(swapchain_width, swapchain_height)
  69. rasterizer_desc := d3d11.RASTERIZER_DESC{
  70. FillMode = .SOLID,
  71. CullMode = .BACK,
  72. ScissorEnable = true,
  73. }
  74. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  75. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  76. DepthEnable = false,
  77. DepthWriteMask = .ALL,
  78. DepthFunc = .LESS,
  79. }
  80. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  81. vertex_buffer_desc := d3d11.BUFFER_DESC{
  82. ByteWidth = VERTEX_BUFFER_MAX,
  83. Usage = .DYNAMIC,
  84. BindFlags = {.VERTEX_BUFFER},
  85. CPUAccessFlags = {.WRITE},
  86. }
  87. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  88. blend_desc := d3d11.BLEND_DESC {
  89. RenderTarget = {
  90. 0 = {
  91. BlendEnable = true,
  92. SrcBlend = .SRC_ALPHA,
  93. DestBlend = .INV_SRC_ALPHA,
  94. BlendOp = .ADD,
  95. SrcBlendAlpha = .ONE,
  96. DestBlendAlpha = .ZERO,
  97. BlendOpAlpha = .ADD,
  98. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  99. },
  100. },
  101. }
  102. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  103. sampler_desc := d3d11.SAMPLER_DESC{
  104. Filter = .MIN_MAG_MIP_POINT,
  105. AddressU = .WRAP,
  106. AddressV = .WRAP,
  107. AddressW = .WRAP,
  108. ComparisonFunc = .NEVER,
  109. }
  110. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  111. }
  112. d3d11_shutdown :: proc() {
  113. s.sampler_state->Release()
  114. s.framebuffer_view->Release()
  115. s.depth_buffer_view->Release()
  116. s.depth_buffer->Release()
  117. s.framebuffer->Release()
  118. s.device_context->Release()
  119. s.vertex_buffer_gpu->Release()
  120. s.depth_stencil_state->Release()
  121. s.rasterizer_state->Release()
  122. s.swapchain->Release()
  123. s.blend_state->Release()
  124. s.dxgi_adapter->Release()
  125. when ODIN_DEBUG {
  126. debug: ^d3d11.IDebug
  127. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  128. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  129. log_messages()
  130. }
  131. debug->Release()
  132. }
  133. s.device->Release()
  134. s.info_queue->Release()
  135. }
  136. d3d11_clear :: proc(color: Color) {
  137. c := f32_color_from_color(color)
  138. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  139. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  140. }
  141. d3d11_present :: proc() {
  142. ch(s.swapchain->Present(1, {}))
  143. if s.odd_frame {
  144. s.vertex_buffer_offset = 0
  145. }
  146. s.odd_frame = !s.odd_frame
  147. }
  148. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  149. if len(vertex_buffer) == 0 {
  150. return
  151. }
  152. d3d_shd := hm.get(&s.shaders, shd.handle)
  153. if d3d_shd == nil {
  154. return
  155. }
  156. viewport := d3d11.VIEWPORT{
  157. 0, 0,
  158. f32(s.width), f32(s.height),
  159. 0, 1,
  160. }
  161. dc := s.device_context
  162. vb_data: d3d11.MAPPED_SUBRESOURCE
  163. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  164. {
  165. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  166. copy(
  167. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  168. vertex_buffer,
  169. )
  170. }
  171. dc->Unmap(s.vertex_buffer_gpu, 0)
  172. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  173. dc->IASetInputLayout(d3d_shd.input_layout)
  174. vertex_buffer_offset := u32(s.vertex_buffer_offset)
  175. vertex_buffer_stride := u32(shd.vertex_size)
  176. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  177. for mloc, builtin in shd.constant_builtin_locations {
  178. loc, loc_ok := mloc.?
  179. if !loc_ok {
  180. continue
  181. }
  182. switch builtin {
  183. case .MVP:
  184. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  185. dst^ = view_proj
  186. }
  187. }
  188. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  189. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  190. for cb_idx in 0..<len(shd.constant_buffers) {
  191. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  192. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  193. if gpu_data == nil {
  194. continue
  195. }
  196. cb_data: d3d11.MAPPED_SUBRESOURCE
  197. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  198. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  199. dc->Unmap(gpu_data, 0)
  200. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  201. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  202. }
  203. dc->RSSetViewports(1, &viewport)
  204. dc->RSSetState(s.rasterizer_state)
  205. scissor_rect := d3d11.RECT {
  206. right = i32(s.width),
  207. bottom = i32(s.height),
  208. }
  209. if sciss, sciss_ok := scissor.?; sciss_ok {
  210. scissor_rect = d3d11.RECT {
  211. left = i32(sciss.x),
  212. top = i32(sciss.y),
  213. right = i32(sciss.x + sciss.w),
  214. bottom = i32(sciss.y + sciss.h),
  215. }
  216. }
  217. dc->RSSetScissorRects(1, &scissor_rect)
  218. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  219. if t := hm.get(&s.textures, texture); t != nil {
  220. dc->PSSetShaderResources(0, 1, &t.view)
  221. }
  222. dc->PSSetSamplers(0, 1, &s.sampler_state)
  223. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  224. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  225. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  226. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  227. s.vertex_buffer_offset += len(vertex_buffer)
  228. log_messages()
  229. }
  230. d3d11_resize_swapchain :: proc(w, h: int) {
  231. s.depth_buffer->Release()
  232. s.depth_buffer_view->Release()
  233. s.framebuffer->Release()
  234. s.framebuffer_view->Release()
  235. s.swapchain->Release()
  236. s.width = w
  237. s.height = h
  238. create_swapchain(w, h)
  239. }
  240. d3d11_get_swapchain_width :: proc() -> int {
  241. return s.width
  242. }
  243. d3d11_get_swapchain_height :: proc() -> int {
  244. return s.height
  245. }
  246. d3d11_set_internal_state :: proc(state: rawptr) {
  247. s = (^D3D11_State)(state)
  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. d3d11_load_shader :: proc(shader_source: string, desc_allocator := context.temp_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  283. vs_blob: ^d3d11.IBlob
  284. vs_blob_errors: ^d3d11.IBlob
  285. 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))
  286. if vs_blob_errors != nil {
  287. log.error("Failed compiling shader:")
  288. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  289. return
  290. }
  291. vertex_shader: ^d3d11.IVertexShader
  292. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  293. ref: ^d3d11.IShaderReflection
  294. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  295. d3d_shd: D3D11_Shader
  296. d3d_desc: d3d11.SHADER_DESC
  297. ch(ref->GetDesc(&d3d_desc))
  298. {
  299. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  300. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  301. for in_idx in 0..<d3d_desc.InputParameters {
  302. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  303. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  304. log.errorf("Invalid shader input: %v", in_idx)
  305. continue
  306. }
  307. type: Shader_Input_Type
  308. if in_desc.SemanticIndex > 0 {
  309. log.errorf("Matrix shader input types not yet implemented")
  310. continue
  311. }
  312. switch in_desc.ComponentType {
  313. case .UNKNOWN: log.errorf("Unknown component type")
  314. case .UINT32: log.errorf("Not implemented")
  315. case .SINT32: log.errorf("Not implemented")
  316. case .FLOAT32:
  317. switch in_desc.Mask {
  318. case 0: log.errorf("Invalid input mask"); continue
  319. case 1: type = .F32
  320. case 3: type = .Vec2
  321. case 7: type = .Vec3
  322. case 15: type = .Vec4
  323. }
  324. }
  325. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  326. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  327. desc.inputs[in_idx] = {
  328. name = name,
  329. register = int(in_idx),
  330. format = format,
  331. type = type,
  332. }
  333. }
  334. }
  335. {
  336. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  337. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  338. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  339. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  340. if cb_info == nil {
  341. continue
  342. }
  343. cb_desc: d3d11.SHADER_BUFFER_DESC
  344. cb_info->GetDesc(&cb_desc)
  345. if cb_desc.Size == 0 {
  346. continue
  347. }
  348. constant_buffer_desc := d3d11.BUFFER_DESC{
  349. ByteWidth = cb_desc.Size,
  350. Usage = .DYNAMIC,
  351. BindFlags = {.CONSTANT_BUFFER},
  352. CPUAccessFlags = {.WRITE},
  353. }
  354. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  355. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  356. desc.constant_buffers[cb_idx].variables = variables
  357. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  358. for var_idx in 0..<cb_desc.Variables {
  359. var_info := cb_info->GetVariableByIndex(var_idx)
  360. if var_info == nil {
  361. continue
  362. }
  363. var_desc: d3d11.SHADER_VARIABLE_DESC
  364. var_info->GetDesc(&var_desc)
  365. if var_desc.Name != "" {
  366. variables[var_idx] = {
  367. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  368. loc = {
  369. buffer_idx = cb_idx,
  370. offset = var_desc.StartOffset,
  371. },
  372. }
  373. }
  374. }
  375. }
  376. }
  377. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), context.temp_allocator)
  378. for idx in 0..<len(desc.inputs) {
  379. input := desc.inputs[idx]
  380. input_layout_desc[idx] = {
  381. SemanticName = temp_cstring(input.name),
  382. Format = dxgi_format_from_pixel_format(input.format),
  383. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  384. InputSlotClass = .VERTEX_DATA,
  385. }
  386. }
  387. input_layout: ^d3d11.IInputLayout
  388. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  389. ps_blob: ^d3d11.IBlob
  390. ps_blob_errors: ^d3d11.IBlob
  391. 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))
  392. if ps_blob_errors != nil {
  393. log.error("Failed compiling shader:")
  394. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  395. }
  396. pixel_shader: ^d3d11.IPixelShader
  397. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  398. d3d_shd.vertex_shader = vertex_shader
  399. d3d_shd.pixel_shader = pixel_shader
  400. d3d_shd.input_layout = input_layout
  401. h := hm.add(&s.shaders, d3d_shd)
  402. return h, desc
  403. }
  404. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  405. shd := hm.get(&s.shaders, h)
  406. if shd == nil {
  407. log.error("Invalid shader %v", h)
  408. return
  409. }
  410. shd.input_layout->Release()
  411. shd.vertex_shader->Release()
  412. shd.pixel_shader->Release()
  413. for c in shd.constant_buffers {
  414. if c.gpu_data != nil {
  415. c.gpu_data->Release()
  416. }
  417. }
  418. delete(shd.constant_buffers, s.allocator)
  419. hm.remove(&s.shaders, h)
  420. }
  421. // API END
  422. s: ^D3D11_State
  423. D3D11_Shader_Constant_Buffer :: struct {
  424. gpu_data: ^d3d11.IBuffer,
  425. }
  426. D3D11_Shader :: struct {
  427. handle: Shader_Handle,
  428. vertex_shader: ^d3d11.IVertexShader,
  429. pixel_shader: ^d3d11.IPixelShader,
  430. input_layout: ^d3d11.IInputLayout,
  431. constant_buffers: []D3D11_Shader_Constant_Buffer,
  432. }
  433. D3D11_State :: struct {
  434. allocator: runtime.Allocator,
  435. window_handle: dxgi.HWND,
  436. width: int,
  437. height: int,
  438. dxgi_adapter: ^dxgi.IAdapter,
  439. swapchain: ^dxgi.ISwapChain1,
  440. framebuffer_view: ^d3d11.IRenderTargetView,
  441. depth_buffer_view: ^d3d11.IDepthStencilView,
  442. device_context: ^d3d11.IDeviceContext,
  443. depth_stencil_state: ^d3d11.IDepthStencilState,
  444. rasterizer_state: ^d3d11.IRasterizerState,
  445. device: ^d3d11.IDevice,
  446. depth_buffer: ^d3d11.ITexture2D,
  447. framebuffer: ^d3d11.ITexture2D,
  448. blend_state: ^d3d11.IBlendState,
  449. sampler_state: ^d3d11.ISamplerState,
  450. // 0 or 1
  451. odd_frame: bool,
  452. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  453. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  454. info_queue: ^d3d11.IInfoQueue,
  455. vertex_buffer_gpu: ^d3d11.IBuffer,
  456. vertex_buffer_offset: int,
  457. }
  458. create_swapchain :: proc(w, h: int) {
  459. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  460. Width = u32(w),
  461. Height = u32(h),
  462. Format = .B8G8R8A8_UNORM,
  463. SampleDesc = {
  464. Count = 1,
  465. },
  466. BufferUsage = {.RENDER_TARGET_OUTPUT},
  467. BufferCount = 2,
  468. Scaling = .STRETCH,
  469. SwapEffect = .DISCARD,
  470. }
  471. dxgi_factory: ^dxgi.IFactory2
  472. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  473. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  474. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  475. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  476. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  477. s.framebuffer->GetDesc(&depth_buffer_desc)
  478. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  479. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  480. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  481. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  482. }
  483. Color_F32 :: [4]f32
  484. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  485. return {
  486. f32(color.r) / 255,
  487. f32(color.g) / 255,
  488. f32(color.b) / 255,
  489. f32(color.a) / 255,
  490. }
  491. }
  492. D3D11_Texture :: struct {
  493. handle: Texture_Handle,
  494. tex: ^d3d11.ITexture2D,
  495. view: ^d3d11.IShaderResourceView,
  496. }
  497. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  498. switch f {
  499. case .Unknown: return .UNKNOWN
  500. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  501. case .RGB_32_Float: return .R32G32B32_FLOAT
  502. case .RG_32_Float: return .R32G32_FLOAT
  503. case .R_32_Float: return .R32_FLOAT
  504. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  505. case .RG_8_Norm: return .R8G8_UNORM
  506. case .R_8_Norm: return .R8_UNORM
  507. }
  508. log.error("Unknown format")
  509. return .UNKNOWN
  510. }
  511. // CHeck win errors and print message log if there is any error
  512. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  513. if hr >= 0 {
  514. return hr
  515. }
  516. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  517. log_messages(loc)
  518. return hr
  519. }
  520. log_messages :: proc(loc := #caller_location) {
  521. iq := s.info_queue
  522. if iq == nil {
  523. return
  524. }
  525. n := iq->GetNumStoredMessages()
  526. longest_msg: d3d11.SIZE_T
  527. for i in 0..=n {
  528. msglen: d3d11.SIZE_T
  529. iq->GetMessage(i, nil, &msglen)
  530. if msglen > longest_msg {
  531. longest_msg = msglen
  532. }
  533. }
  534. if longest_msg > 0 {
  535. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  536. for i in 0..=n {
  537. msglen: d3d11.SIZE_T
  538. iq->GetMessage(i, nil, &msglen)
  539. if msglen > 0 {
  540. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  541. iq->GetMessage(i, msg, &msglen)
  542. log.error(msg.pDescription, location = loc)
  543. }
  544. }
  545. }
  546. iq->ClearStoredMessages()
  547. }