render_backend_d3d11.odin 19 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. create_texture = d3d11_create_texture,
  17. load_texture = d3d11_load_texture,
  18. update_texture = d3d11_update_texture,
  19. destroy_texture = d3d11_destroy_texture,
  20. load_shader = d3d11_load_shader,
  21. destroy_shader = d3d11_destroy_shader,
  22. }
  23. import d3d11 "vendor:directx/d3d11"
  24. import dxgi "vendor:directx/dxgi"
  25. import "vendor:directx/d3d_compiler"
  26. import "core:strings"
  27. import "core:log"
  28. import "core:slice"
  29. import "core:mem"
  30. import hm "handle_map"
  31. import "base:runtime"
  32. d3d11_state_size :: proc() -> int {
  33. return size_of(D3D11_State)
  34. }
  35. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  36. s = (^D3D11_State)(state)
  37. s.allocator = allocator
  38. s.window_handle = dxgi.HWND(window_handle)
  39. s.width = swapchain_width
  40. s.height = swapchain_height
  41. feature_levels := [?]d3d11.FEATURE_LEVEL{
  42. ._11_1,
  43. ._11_0,
  44. }
  45. base_device: ^d3d11.IDevice
  46. base_device_context: ^d3d11.IDeviceContext
  47. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  48. .BGRA_SUPPORT,
  49. }
  50. when ODIN_DEBUG {
  51. device_flags := base_device_flags + { .DEBUG }
  52. device_err := ch(d3d11.CreateDevice(
  53. nil,
  54. .HARDWARE,
  55. nil,
  56. device_flags,
  57. &feature_levels[0], len(feature_levels),
  58. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  59. if u32(device_err) == 0x887a002d {
  60. 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).")
  61. ch(d3d11.CreateDevice(
  62. nil,
  63. .HARDWARE,
  64. nil,
  65. base_device_flags,
  66. &feature_levels[0], len(feature_levels),
  67. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  68. } else {
  69. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  70. }
  71. } else {
  72. ch(d3d11.CreateDevice(
  73. nil,
  74. .HARDWARE,
  75. nil,
  76. base_device_flags,
  77. &feature_levels[0], len(feature_levels),
  78. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  79. }
  80. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  81. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  82. dxgi_device: ^dxgi.IDevice
  83. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  84. base_device->Release()
  85. base_device_context->Release()
  86. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  87. create_swapchain(swapchain_width, swapchain_height)
  88. rasterizer_desc := d3d11.RASTERIZER_DESC{
  89. FillMode = .SOLID,
  90. CullMode = .BACK,
  91. ScissorEnable = true,
  92. }
  93. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  94. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  95. DepthEnable = false,
  96. DepthWriteMask = .ALL,
  97. DepthFunc = .LESS,
  98. }
  99. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  100. vertex_buffer_desc := d3d11.BUFFER_DESC{
  101. ByteWidth = VERTEX_BUFFER_MAX,
  102. Usage = .DYNAMIC,
  103. BindFlags = {.VERTEX_BUFFER},
  104. CPUAccessFlags = {.WRITE},
  105. }
  106. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  107. blend_desc := d3d11.BLEND_DESC {
  108. RenderTarget = {
  109. 0 = {
  110. BlendEnable = true,
  111. SrcBlend = .SRC_ALPHA,
  112. DestBlend = .INV_SRC_ALPHA,
  113. BlendOp = .ADD,
  114. SrcBlendAlpha = .ONE,
  115. DestBlendAlpha = .ZERO,
  116. BlendOpAlpha = .ADD,
  117. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  118. },
  119. },
  120. }
  121. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  122. sampler_desc := d3d11.SAMPLER_DESC{
  123. Filter = .MIN_MAG_MIP_POINT,
  124. AddressU = .WRAP,
  125. AddressV = .WRAP,
  126. AddressW = .WRAP,
  127. ComparisonFunc = .NEVER,
  128. }
  129. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  130. }
  131. d3d11_shutdown :: proc() {
  132. s.sampler_state->Release()
  133. s.framebuffer_view->Release()
  134. s.depth_buffer_view->Release()
  135. s.depth_buffer->Release()
  136. s.framebuffer->Release()
  137. s.device_context->Release()
  138. s.vertex_buffer_gpu->Release()
  139. s.depth_stencil_state->Release()
  140. s.rasterizer_state->Release()
  141. s.swapchain->Release()
  142. s.blend_state->Release()
  143. s.dxgi_adapter->Release()
  144. when ODIN_DEBUG {
  145. debug: ^d3d11.IDebug
  146. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  147. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  148. log_messages()
  149. }
  150. debug->Release()
  151. }
  152. s.device->Release()
  153. s.info_queue->Release()
  154. }
  155. d3d11_clear :: proc(color: Color) {
  156. c := f32_color_from_color(color)
  157. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  158. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  159. }
  160. d3d11_present :: proc() {
  161. ch(s.swapchain->Present(1, {}))
  162. }
  163. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  164. if len(vertex_buffer) == 0 {
  165. return
  166. }
  167. d3d_shd := hm.get(&s.shaders, shd.handle)
  168. if d3d_shd == nil {
  169. return
  170. }
  171. viewport := d3d11.VIEWPORT{
  172. 0, 0,
  173. f32(s.width), f32(s.height),
  174. 0, 1,
  175. }
  176. dc := s.device_context
  177. vb_data: d3d11.MAPPED_SUBRESOURCE
  178. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  179. {
  180. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  181. copy(
  182. gpu_map,
  183. vertex_buffer,
  184. )
  185. }
  186. dc->Unmap(s.vertex_buffer_gpu, 0)
  187. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  188. dc->IASetInputLayout(d3d_shd.input_layout)
  189. vertex_buffer_offset: u32
  190. vertex_buffer_stride := u32(shd.vertex_size)
  191. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  192. for mloc, builtin in shd.constant_builtin_locations {
  193. loc, loc_ok := mloc.?
  194. if !loc_ok {
  195. continue
  196. }
  197. switch builtin {
  198. case .MVP:
  199. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  200. dst^ = view_proj
  201. }
  202. }
  203. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  204. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  205. for cb_idx in 0..<len(shd.constant_buffers) {
  206. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  207. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  208. if gpu_data == nil {
  209. continue
  210. }
  211. cb_data: d3d11.MAPPED_SUBRESOURCE
  212. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  213. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  214. dc->Unmap(gpu_data, 0)
  215. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  216. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  217. }
  218. dc->RSSetViewports(1, &viewport)
  219. dc->RSSetState(s.rasterizer_state)
  220. scissor_rect := d3d11.RECT {
  221. right = i32(s.width),
  222. bottom = i32(s.height),
  223. }
  224. if sciss, sciss_ok := scissor.?; sciss_ok {
  225. scissor_rect = d3d11.RECT {
  226. left = i32(sciss.x),
  227. top = i32(sciss.y),
  228. right = i32(sciss.x + sciss.w),
  229. bottom = i32(sciss.y + sciss.h),
  230. }
  231. }
  232. dc->RSSetScissorRects(1, &scissor_rect)
  233. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  234. if t := hm.get(&s.textures, texture); t != nil {
  235. dc->PSSetShaderResources(0, 1, &t.view)
  236. }
  237. dc->PSSetSamplers(0, 1, &s.sampler_state)
  238. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  239. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  240. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  241. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  242. log_messages()
  243. }
  244. d3d11_resize_swapchain :: proc(w, h: int) {
  245. s.depth_buffer->Release()
  246. s.depth_buffer_view->Release()
  247. s.framebuffer->Release()
  248. s.framebuffer_view->Release()
  249. s.swapchain->Release()
  250. s.width = w
  251. s.height = h
  252. create_swapchain(w, h)
  253. }
  254. d3d11_get_swapchain_width :: proc() -> int {
  255. return s.width
  256. }
  257. d3d11_get_swapchain_height :: proc() -> int {
  258. return s.height
  259. }
  260. d3d11_set_internal_state :: proc(state: rawptr) {
  261. s = (^D3D11_State)(state)
  262. }
  263. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  264. texture_desc := d3d11.TEXTURE2D_DESC{
  265. Width = u32(width),
  266. Height = u32(height),
  267. MipLevels = 1,
  268. ArraySize = 1,
  269. // TODO: _SRGB or not?
  270. Format = dxgi_format_from_pixel_format(format),
  271. SampleDesc = {Count = 1},
  272. Usage = .DEFAULT,
  273. BindFlags = {.SHADER_RESOURCE},
  274. }
  275. texture: ^d3d11.ITexture2D
  276. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  277. texture_view: ^d3d11.IShaderResourceView
  278. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  279. tex := D3D11_Texture {
  280. tex = texture,
  281. format = format,
  282. view = texture_view,
  283. }
  284. return hm.add(&s.textures, tex)
  285. }
  286. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  287. texture_desc := d3d11.TEXTURE2D_DESC{
  288. Width = u32(width),
  289. Height = u32(height),
  290. MipLevels = 1,
  291. ArraySize = 1,
  292. // TODO: _SRGB or not?
  293. Format = dxgi_format_from_pixel_format(format),
  294. SampleDesc = {Count = 1},
  295. Usage = .DEFAULT,
  296. BindFlags = {.SHADER_RESOURCE},
  297. }
  298. texture_data := d3d11.SUBRESOURCE_DATA{
  299. pSysMem = raw_data(data),
  300. SysMemPitch = u32(width * pixel_format_size(format)),
  301. }
  302. texture: ^d3d11.ITexture2D
  303. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  304. texture_view: ^d3d11.IShaderResourceView
  305. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  306. tex := D3D11_Texture {
  307. tex = texture,
  308. format = format,
  309. view = texture_view,
  310. }
  311. return hm.add(&s.textures, tex)
  312. }
  313. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  314. tex := hm.get(&s.textures, th)
  315. if tex == nil {
  316. return false
  317. }
  318. box := d3d11.BOX {
  319. left = u32(rect.x),
  320. top = u32(rect.y),
  321. bottom = u32(rect.y + rect.h),
  322. right = u32(rect.x + rect.w),
  323. back = 1,
  324. front = 0,
  325. }
  326. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  327. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  328. return true
  329. }
  330. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  331. if t := hm.get(&s.textures, th); t != nil {
  332. t.tex->Release()
  333. t.view->Release()
  334. }
  335. hm.remove(&s.textures, th)
  336. }
  337. d3d11_load_shader :: proc(vs_source: string, ps_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  338. vs_blob: ^d3d11.IBlob
  339. vs_blob_errors: ^d3d11.IBlob
  340. 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))
  341. if vs_blob_errors != nil {
  342. log.error("Failed compiling shader:")
  343. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  344. return
  345. }
  346. vertex_shader: ^d3d11.IVertexShader
  347. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  348. ref: ^d3d11.IShaderReflection
  349. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  350. d3d_shd: D3D11_Shader
  351. d3d_desc: d3d11.SHADER_DESC
  352. ch(ref->GetDesc(&d3d_desc))
  353. {
  354. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  355. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  356. for in_idx in 0..<d3d_desc.InputParameters {
  357. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  358. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  359. log.errorf("Invalid shader input: %v", in_idx)
  360. continue
  361. }
  362. type: Shader_Input_Type
  363. if in_desc.SemanticIndex > 0 {
  364. log.errorf("Matrix shader input types not yet implemented")
  365. continue
  366. }
  367. switch in_desc.ComponentType {
  368. case .UNKNOWN: log.errorf("Unknown component type")
  369. case .UINT32: log.errorf("Not implemented")
  370. case .SINT32: log.errorf("Not implemented")
  371. case .FLOAT32:
  372. switch in_desc.Mask {
  373. case 0: log.errorf("Invalid input mask"); continue
  374. case 1: type = .F32
  375. case 3: type = .Vec2
  376. case 7: type = .Vec3
  377. case 15: type = .Vec4
  378. }
  379. }
  380. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  381. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  382. desc.inputs[in_idx] = {
  383. name = name,
  384. register = int(in_idx),
  385. format = format,
  386. type = type,
  387. }
  388. }
  389. }
  390. {
  391. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  392. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  393. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  394. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  395. if cb_info == nil {
  396. continue
  397. }
  398. cb_desc: d3d11.SHADER_BUFFER_DESC
  399. cb_info->GetDesc(&cb_desc)
  400. if cb_desc.Size == 0 {
  401. continue
  402. }
  403. constant_buffer_desc := d3d11.BUFFER_DESC{
  404. ByteWidth = cb_desc.Size,
  405. Usage = .DYNAMIC,
  406. BindFlags = {.CONSTANT_BUFFER},
  407. CPUAccessFlags = {.WRITE},
  408. }
  409. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  410. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  411. desc.constant_buffers[cb_idx].variables = variables
  412. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  413. for var_idx in 0..<cb_desc.Variables {
  414. var_info := cb_info->GetVariableByIndex(var_idx)
  415. if var_info == nil {
  416. continue
  417. }
  418. var_desc: d3d11.SHADER_VARIABLE_DESC
  419. var_info->GetDesc(&var_desc)
  420. if var_desc.Name != "" {
  421. variables[var_idx] = {
  422. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  423. loc = {
  424. buffer_idx = cb_idx,
  425. offset = var_desc.StartOffset,
  426. },
  427. }
  428. }
  429. }
  430. }
  431. }
  432. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  433. for idx in 0..<len(desc.inputs) {
  434. input := desc.inputs[idx]
  435. input_layout_desc[idx] = {
  436. SemanticName = frame_cstring(input.name),
  437. Format = dxgi_format_from_pixel_format(input.format),
  438. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  439. InputSlotClass = .VERTEX_DATA,
  440. }
  441. }
  442. input_layout: ^d3d11.IInputLayout
  443. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  444. ps_blob: ^d3d11.IBlob
  445. ps_blob_errors: ^d3d11.IBlob
  446. 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))
  447. if ps_blob_errors != nil {
  448. log.error("Failed compiling shader:")
  449. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  450. }
  451. pixel_shader: ^d3d11.IPixelShader
  452. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  453. d3d_shd.vertex_shader = vertex_shader
  454. d3d_shd.pixel_shader = pixel_shader
  455. d3d_shd.input_layout = input_layout
  456. h := hm.add(&s.shaders, d3d_shd)
  457. return h, desc
  458. }
  459. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  460. shd := hm.get(&s.shaders, h)
  461. if shd == nil {
  462. log.error("Invalid shader %v", h)
  463. return
  464. }
  465. shd.input_layout->Release()
  466. shd.vertex_shader->Release()
  467. shd.pixel_shader->Release()
  468. for c in shd.constant_buffers {
  469. if c.gpu_data != nil {
  470. c.gpu_data->Release()
  471. }
  472. }
  473. delete(shd.constant_buffers, s.allocator)
  474. hm.remove(&s.shaders, h)
  475. }
  476. // API END
  477. s: ^D3D11_State
  478. D3D11_Shader_Constant_Buffer :: struct {
  479. gpu_data: ^d3d11.IBuffer,
  480. }
  481. D3D11_Shader :: struct {
  482. handle: Shader_Handle,
  483. vertex_shader: ^d3d11.IVertexShader,
  484. pixel_shader: ^d3d11.IPixelShader,
  485. input_layout: ^d3d11.IInputLayout,
  486. constant_buffers: []D3D11_Shader_Constant_Buffer,
  487. }
  488. D3D11_State :: struct {
  489. allocator: runtime.Allocator,
  490. window_handle: dxgi.HWND,
  491. width: int,
  492. height: int,
  493. dxgi_adapter: ^dxgi.IAdapter,
  494. swapchain: ^dxgi.ISwapChain1,
  495. framebuffer_view: ^d3d11.IRenderTargetView,
  496. depth_buffer_view: ^d3d11.IDepthStencilView,
  497. device_context: ^d3d11.IDeviceContext,
  498. depth_stencil_state: ^d3d11.IDepthStencilState,
  499. rasterizer_state: ^d3d11.IRasterizerState,
  500. device: ^d3d11.IDevice,
  501. depth_buffer: ^d3d11.ITexture2D,
  502. framebuffer: ^d3d11.ITexture2D,
  503. blend_state: ^d3d11.IBlendState,
  504. sampler_state: ^d3d11.ISamplerState,
  505. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  506. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  507. info_queue: ^d3d11.IInfoQueue,
  508. vertex_buffer_gpu: ^d3d11.IBuffer,
  509. }
  510. create_swapchain :: proc(w, h: int) {
  511. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  512. Width = u32(w),
  513. Height = u32(h),
  514. Format = .B8G8R8A8_UNORM,
  515. SampleDesc = {
  516. Count = 1,
  517. },
  518. BufferUsage = {.RENDER_TARGET_OUTPUT},
  519. BufferCount = 2,
  520. Scaling = .STRETCH,
  521. SwapEffect = .DISCARD,
  522. }
  523. dxgi_factory: ^dxgi.IFactory2
  524. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  525. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  526. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  527. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  528. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  529. s.framebuffer->GetDesc(&depth_buffer_desc)
  530. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  531. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  532. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  533. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  534. }
  535. Color_F32 :: [4]f32
  536. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  537. return {
  538. f32(color.r) / 255,
  539. f32(color.g) / 255,
  540. f32(color.b) / 255,
  541. f32(color.a) / 255,
  542. }
  543. }
  544. D3D11_Texture :: struct {
  545. handle: Texture_Handle,
  546. tex: ^d3d11.ITexture2D,
  547. view: ^d3d11.IShaderResourceView,
  548. format: Pixel_Format,
  549. }
  550. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  551. switch f {
  552. case .Unknown: return .UNKNOWN
  553. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  554. case .RGB_32_Float: return .R32G32B32_FLOAT
  555. case .RG_32_Float: return .R32G32_FLOAT
  556. case .R_32_Float: return .R32_FLOAT
  557. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  558. case .RG_8_Norm: return .R8G8_UNORM
  559. case .R_8_Norm: return .R8_UNORM
  560. case .R_8_UInt: return .R8_UINT
  561. }
  562. log.error("Unknown format")
  563. return .UNKNOWN
  564. }
  565. // CHeck win errors and print message log if there is any error
  566. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  567. if hr >= 0 {
  568. return hr
  569. }
  570. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  571. log_messages(loc)
  572. return hr
  573. }
  574. log_messages :: proc(loc := #caller_location) {
  575. iq := s.info_queue
  576. if iq == nil {
  577. return
  578. }
  579. n := iq->GetNumStoredMessages()
  580. longest_msg: d3d11.SIZE_T
  581. for i in 0..=n {
  582. msglen: d3d11.SIZE_T
  583. iq->GetMessage(i, nil, &msglen)
  584. if msglen > longest_msg {
  585. longest_msg = msglen
  586. }
  587. }
  588. if longest_msg > 0 {
  589. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  590. for i in 0..=n {
  591. msglen: d3d11.SIZE_T
  592. iq->GetMessage(i, nil, &msglen)
  593. if msglen > 0 {
  594. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  595. iq->GetMessage(i, msg, &msglen)
  596. log.error(msg.pDescription, location = loc)
  597. }
  598. }
  599. }
  600. iq->ClearStoredMessages()
  601. }