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- #+build windows
- package karl2d
- import win32 "core:sys/windows"
- import d3d11 "vendor:directx/d3d11"
- import dxgi "vendor:directx/dxgi"
- import "vendor:directx/d3d_compiler"
- import "core:strings"
- import "core:log"
- import "core:math/linalg"
- import "core:slice"
- import "core:mem"
- import "core:math"
- import "core:image"
- import hm "handle_map"
- import "base:runtime"
- import "core:image/bmp"
- import "core:image/png"
- import "core:image/tga"
- _ :: bmp
- _ :: png
- _ :: tga
- BACKEND_D3D11 :: Rendering_Backend {
- state_size = d3d11_state_size,
- init = d3d11_init,
- shutdown = d3d11_shutdown,
- clear = d3d11_clear,
- present = d3d11_present,
- draw_current_batch = d3d11_draw_current_batch,
-
- get_swapchain_width = d3d11_get_swapchain_width,
- get_swapchain_height = d3d11_get_swapchain_height,
- set_internal_state = d3d11_set_internal_state,
- }
- @(private="file")
- s: ^D3D11_State
- d3d11_state_size :: proc() -> int {
- return size_of(D3D11_State)
- }
- d3d11_init :: proc(state: rawptr, window_handle: uintptr, swapchain_width, swapchain_height: int,
- allocator := context.allocator, loc := #caller_location) {
- hwnd := win32.HWND(window_handle)
- s = (^D3D11_State)(state)
- s.allocator = allocator
- s.width = swapchain_width
- s.height = swapchain_height
- feature_levels := [?]d3d11.FEATURE_LEVEL{
- ._11_1,
- ._11_0,
- }
- base_device: ^d3d11.IDevice
- base_device_context: ^d3d11.IDeviceContext
- device_flags := d3d11.CREATE_DEVICE_FLAGS {
- .BGRA_SUPPORT,
- }
- when ODIN_DEBUG {
- device_flags += { .DEBUG }
- }
- ch(d3d11.CreateDevice(
- nil,
- .HARDWARE,
- nil,
- device_flags,
- &feature_levels[0], len(feature_levels),
- d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
- ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
- ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
- ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
- dxgi_device: ^dxgi.IDevice
- ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
- base_device->Release()
- base_device_context->Release()
- dxgi_adapter: ^dxgi.IAdapter
-
- ch(dxgi_device->GetAdapter(&dxgi_adapter))
- dxgi_device->Release()
- dxgi_factory: ^dxgi.IFactory2
- ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
- swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
- Format = .B8G8R8A8_UNORM,
- SampleDesc = {
- Count = 1,
- },
- BufferUsage = {.RENDER_TARGET_OUTPUT},
- BufferCount = 2,
- Scaling = .STRETCH,
- SwapEffect = .DISCARD,
- }
- ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
- ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
- ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
- depth_buffer_desc: d3d11.TEXTURE2D_DESC
- s.framebuffer->GetDesc(&depth_buffer_desc)
- depth_buffer_desc.Format = .D24_UNORM_S8_UINT
- depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
- ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
- ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
- rasterizer_desc := d3d11.RASTERIZER_DESC{
- FillMode = .SOLID,
- CullMode = .BACK,
- }
- ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
- depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
- DepthEnable = false,
- DepthWriteMask = .ALL,
- DepthFunc = .LESS,
- }
- ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
- vertex_buffer_desc := d3d11.BUFFER_DESC{
- ByteWidth = VERTEX_BUFFER_MAX,
- Usage = .DYNAMIC,
- BindFlags = {.VERTEX_BUFFER},
- CPUAccessFlags = {.WRITE},
- }
- ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
- s.vertex_buffer_cpu = make([]u8, VERTEX_BUFFER_MAX, allocator, loc)
- blend_desc := d3d11.BLEND_DESC {
- RenderTarget = {
- 0 = {
- BlendEnable = true,
- SrcBlend = .SRC_ALPHA,
- DestBlend = .INV_SRC_ALPHA,
- BlendOp = .ADD,
- SrcBlendAlpha = .ONE,
- DestBlendAlpha = .ZERO,
- BlendOpAlpha = .ADD,
- RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
- },
- },
- }
- ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
- s.proj_matrix = make_default_projection(swapchain_width, swapchain_height)
- s.view_matrix = 1
- sampler_desc := d3d11.SAMPLER_DESC{
- Filter = .MIN_MAG_MIP_POINT,
- AddressU = .WRAP,
- AddressV = .WRAP,
- AddressW = .WRAP,
- ComparisonFunc = .NEVER,
- }
- s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
- s.default_shader = _load_shader(string(shader_hlsl), {
- .RG32_Float,
- .RG32_Float,
- .RGBA8_Norm,
- })
- white_rect: [16*16*4]u8
- slice.fill(white_rect[:], 255)
- s.shape_drawing_texture = _load_texture_from_memory(white_rect[:], 16, 16)
- }
- d3d11_shutdown :: proc() {
- _destroy_texture(s.shape_drawing_texture)
- _destroy_shader(s.default_shader)
- s.sampler_state->Release()
- s.framebuffer_view->Release()
- s.depth_buffer_view->Release()
- s.depth_buffer->Release()
- s.framebuffer->Release()
- s.device_context->Release()
- s.vertex_buffer_gpu->Release()
- //s.constant_buffer->Release()
- s.depth_stencil_state->Release()
- s.rasterizer_state->Release()
- s.swapchain->Release()
- s.blend_state->Release()
- delete(s.vertex_buffer_cpu, s.allocator)
- when ODIN_DEBUG {
- debug: ^d3d11.IDebug
- if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
- ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
- log_messages()
- }
- debug->Release()
- }
- s.device->Release()
- s.info_queue->Release()
- }
- d3d11_set_internal_state :: proc(state: rawptr) {
- s = (^D3D11_State)(state)
- }
- d3d11_get_swapchain_width :: proc() -> int {
- return s.width
- }
- d3d11_get_swapchain_height :: proc() -> int {
- return s.height
- }
- shader_hlsl :: #load("shader.hlsl")
- VERTEX_BUFFER_MAX :: 1000000
- Handle :: hm.Handle
- Texture_Handle :: distinct hm.Handle
- TEXTURE_NONE :: Texture_Handle {}
- Shader_Constant_Buffer :: struct {
- gpu_data: ^d3d11.IBuffer,
- cpu_data: []u8,
- }
- Shader_Builtin_Constant :: enum {
- MVP,
- }
- Shader_Input_Type :: enum {
- F32,
- Vec2,
- Vec3,
- Vec4,
- }
- Shader_Input :: struct {
- name: string,
- register: int,
- type: Shader_Input_Type,
- format: Shader_Input_Format,
- }
- Shader_Default_Inputs :: enum {
- Position,
- UV,
- Color,
- }
- Shader :: struct {
- handle: Shader_Handle,
- vertex_shader: ^d3d11.IVertexShader,
- pixel_shader: ^d3d11.IPixelShader,
- input_layout: ^d3d11.IInputLayout,
- constant_buffers: []Shader_Constant_Buffer,
- constant_lookup: map[string]Shader_Constant_Location,
- constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
- inputs: []Shader_Input,
- input_overrides: []Shader_Input_Value_Override,
- default_input_offsets: [Shader_Default_Inputs]int,
- vertex_size: int,
- }
- D3D11_State :: struct {
- allocator: runtime.Allocator,
- width: int,
- height: int,
- swapchain: ^dxgi.ISwapChain1,
- framebuffer_view: ^d3d11.IRenderTargetView,
- depth_buffer_view: ^d3d11.IDepthStencilView,
- device_context: ^d3d11.IDeviceContext,
- depth_stencil_state: ^d3d11.IDepthStencilState,
- rasterizer_state: ^d3d11.IRasterizerState,
- device: ^d3d11.IDevice,
- depth_buffer: ^d3d11.ITexture2D,
- framebuffer: ^d3d11.ITexture2D,
- blend_state: ^d3d11.IBlendState,
- shape_drawing_texture: Texture,
- sampler_state: ^d3d11.ISamplerState,
- default_shader: Shader_Handle,
- textures: hm.Handle_Map(_Texture, Texture_Handle, 1024*10),
- shaders: hm.Handle_Map(Shader, Shader_Handle, 1024*10),
- info_queue: ^d3d11.IInfoQueue,
- vertex_buffer_gpu: ^d3d11.IBuffer,
- vertex_buffer_cpu: []u8,
- vertex_buffer_cpu_used: int,
- vertex_buffer_offset: int,
-
- batch_texture: Texture_Handle,
- batch_camera: Maybe(Camera),
- batch_shader: Shader_Handle,
- view_matrix: matrix[4,4]f32,
- proj_matrix: matrix[4,4]f32,
- }
- Color_F32 :: [4]f32
- f32_color_from_color :: proc(color: Color) -> Color_F32 {
- return {
- f32(color.r) / 255,
- f32(color.g) / 255,
- f32(color.b) / 255,
- f32(color.a) / 255,
- }
- }
- d3d11_clear :: proc(color: Color) {
- c := f32_color_from_color(color)
- s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
- s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
- }
- _Texture :: struct {
- handle: Texture_Handle,
- tex: ^d3d11.ITexture2D,
- view: ^d3d11.IShaderResourceView,
- }
- _load_texture_from_file :: proc(filename: string) -> Texture {
- img, img_err := image.load_from_file(filename, options = {.alpha_add_if_missing}, allocator = context.temp_allocator)
- if img_err != nil {
- log.errorf("Error loading texture %v: %v", filename, img_err)
- return {}
- }
- return _load_texture_from_memory(img.pixels.buf[:], img.width, img.height)
- }
- _load_texture_from_memory :: proc(data: []u8, width: int, height: int) -> Texture {
- texture_desc := d3d11.TEXTURE2D_DESC{
- Width = u32(width),
- Height = u32(height),
- MipLevels = 1,
- ArraySize = 1,
- // TODO: _SRGB or not?
- Format = .R8G8B8A8_UNORM,
- SampleDesc = {Count = 1},
- Usage = .IMMUTABLE,
- BindFlags = {.SHADER_RESOURCE},
- }
- texture_data := d3d11.SUBRESOURCE_DATA{
- pSysMem = raw_data(data),
- SysMemPitch = u32(width * 4),
- }
- texture: ^d3d11.ITexture2D
- s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
- texture_view: ^d3d11.IShaderResourceView
- s.device->CreateShaderResourceView(texture, nil, &texture_view)
- tex := _Texture {
- tex = texture,
- view = texture_view,
- }
- handle := hm.add(&s.textures, tex)
- return {
- id = handle,
- width = width,
- height = height,
- }
- }
- _destroy_texture :: proc(tex: Texture) {
- if t := hm.get(&s.textures, tex.id); t != nil {
- t.tex->Release()
- t.view->Release()
- }
- hm.remove(&s.textures, tex.id)
- }
- _draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
- _draw_texture_ex(
- tex,
- {0, 0, f32(tex.width), f32(tex.height)},
- {pos.x, pos.y, f32(tex.width), f32(tex.height)},
- {},
- 0,
- tint,
- )
- }
- _draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
- _draw_texture_ex(
- tex,
- rect,
- {pos.x, pos.y, rect.w, rect.h},
- {},
- 0,
- tint,
- )
- }
- Shader_Input_Value_Override :: struct {
- val: [256]u8,
- used: int,
- }
- create_vertex_input_override :: proc(val: $T) -> Shader_Input_Value_Override {
- assert(size_of(T) < 256)
- res: Shader_Input_Value_Override
- ((^T)(raw_data(&res.val)))^ = val
- res.used = size_of(T)
- return res
- }
- set_vertex_input_override :: proc(shader: Shader_Handle, input_idx: int, override: Shader_Input_Value_Override) {
- shd := hm.get(&s.shaders, shader)
- if shd == nil {
- log.error("Valid shader")
- return
- }
- if input_idx < 0 || input_idx >= len(shd.input_overrides) {
- log.error("Override input idx out of bounds")
- return
- }
- shd.input_overrides[input_idx] = override
- }
- batch_vertex :: proc(v: Vec2, uv: Vec2, color: Color) {
- v := v
- if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
- panic("Must dispatch here")
- }
- shd := hm.get(&s.shaders, s.batch_shader)
- if shd == nil {
- shd = hm.get(&s.shaders, s.default_shader)
- assert(shd != nil, "Failed fetching default shader")
- }
- base_offset := s.vertex_buffer_cpu_used
- pos_offset := shd.default_input_offsets[.Position]
- uv_offset := shd.default_input_offsets[.UV]
- color_offset := shd.default_input_offsets[.Color]
-
- if pos_offset != -1 {
- (^Vec2)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
- }
- if uv_offset != -1 {
- (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
- }
- if color_offset != -1 {
- (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
- }
- override_offset: int
- for &o, idx in shd.input_overrides {
- input := &shd.inputs[idx]
- sz := shader_input_format_size(input.format)
- if o.used != 0 {
- mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
- }
- override_offset += sz
- }
-
- s.vertex_buffer_cpu_used += shd.vertex_size
- }
- _draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rot: f32, tint := WHITE) {
- if tex.width == 0 || tex.height == 0 {
- return
- }
- if s.batch_texture != TEXTURE_NONE && s.batch_texture != tex.id {
- d3d11_draw_current_batch()
- }
- r := dst
- r.x -= origin.x
- r.y -= origin.y
- s.batch_texture = tex.id
- tl, tr, bl, br: Vec2
- // Rotation adapted from Raylib's "DrawTexturePro"
- if rot == 0 {
- x := dst.x - origin.x
- y := dst.y - origin.y
- tl = { x, y }
- tr = { x + dst.w, y }
- bl = { x, y + dst.h }
- br = { x + dst.w, y + dst.h }
- } else {
- sin_rot := math.sin(rot * math.RAD_PER_DEG)
- cos_rot := math.cos(rot * math.RAD_PER_DEG)
- x := dst.x
- y := dst.y
- dx := -origin.x
- dy := -origin.y
- tl = {
- x + dx * cos_rot - dy * sin_rot,
- y + dx * sin_rot + dy * cos_rot,
- }
- tr = {
- x + (dx + dst.w) * cos_rot - dy * sin_rot,
- y + (dx + dst.w) * sin_rot + dy * cos_rot,
- }
- bl = {
- x + dx * cos_rot - (dy + dst.h) * sin_rot,
- y + dx * sin_rot + (dy + dst.h) * cos_rot,
- }
- br = {
- x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
- y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
- }
- }
-
- ts := Vec2{f32(tex.width), f32(tex.height)}
- up := Vec2{src.x, src.y} / ts
- us := Vec2{src.w, src.h} / ts
- c := tint
- batch_vertex(tl, up, c)
- batch_vertex(tr, up + {us.x, 0}, c)
- batch_vertex(br, up + us, c)
- batch_vertex(tl, up, c)
- batch_vertex(br, up + us, c)
- batch_vertex(bl, up + {0, us.y}, c)
- }
- _draw_rectangle :: proc(r: Rect, c: Color) {
- if s.batch_texture != TEXTURE_NONE && s.batch_texture != s.shape_drawing_texture.id {
- d3d11_draw_current_batch()
- }
- s.batch_texture = s.shape_drawing_texture.id
- batch_vertex({r.x, r.y}, {0, 0}, c)
- batch_vertex({r.x + r.w, r.y}, {1, 0}, c)
- batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
- batch_vertex({r.x, r.y}, {0, 0}, c)
- batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
- batch_vertex({r.x, r.y + r.h}, {0, 1}, c)
- }
- _draw_rectangle_outline :: proc(r: Rect, thickness: f32, color: Color) {
- t := thickness
-
- // Based on DrawRectangleLinesEx from Raylib
- top := Rect {
- r.x,
- r.y,
- r.w,
- t,
- }
- bottom := Rect {
- r.x,
- r.y + r.h - t,
- r.w,
- t,
- }
- left := Rect {
- r.x,
- r.y + t,
- t,
- r.h - t * 2,
- }
- right := Rect {
- r.x + r.w - t,
- r.y + t,
- t,
- r.h - t * 2,
- }
- _draw_rectangle(top, color)
- _draw_rectangle(bottom, color)
- _draw_rectangle(left, color)
- _draw_rectangle(right, color)
- }
- _draw_circle :: proc(center: Vec2, radius: f32, color: Color) {
- }
- _draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
- }
- _get_default_shader :: proc() -> Shader_Handle {
- return s.default_shader
- }
- _draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
- }
- _mouse_button_pressed :: proc(button: Mouse_Button) -> bool {
- return false
- }
- _mouse_button_released :: proc(button: Mouse_Button) -> bool {
- return false
- }
- _mouse_button_held :: proc(button: Mouse_Button) -> bool {
- return false
- }
- _mouse_wheel_delta :: proc() -> f32 {
- return 0
- }
- _mouse_position :: proc() -> Vec2 {
- return {}
- }
- _enable_scissor :: proc(x, y, w, h: int) {
- }
- _disable_scissor :: proc() {
- }
- _set_window_size :: proc(width: int, height: int) {
- }
- _screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
- return pos
- }
- Vec3 :: [3]f32
- vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
- return {
- v.x, v.y, 0,
- }
- }
- _set_camera :: proc(camera: Maybe(Camera)) {
- if camera == s.batch_camera {
- return
- }
- d3d11_draw_current_batch()
- s.batch_camera = camera
- if c, c_ok := camera.?; c_ok {
- origin_trans := linalg.matrix4_translate(vec3_from_vec2(-c.origin))
- translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
- rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
- camera_matrix := translate * rot * origin_trans
- s.view_matrix = linalg.inverse(camera_matrix)
- s.proj_matrix = make_default_projection(s.width, s.height)
- s.proj_matrix[0, 0] *= c.zoom
- s.proj_matrix[1, 1] *= c.zoom
- } else {
- s.proj_matrix = make_default_projection(s.width, s.height)
- s.view_matrix = 1
- }
- }
- _set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
- }
- _set_shader :: proc(shader: Shader_Handle) {
- if shader == s.batch_shader {
- return
- }
- d3d11_draw_current_batch()
- s.batch_shader = shader
- }
- _set_shader_constant :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: $T) {
- d3d11_draw_current_batch()
- shd := hm.get(&s.shaders, shader)
- if shd == nil {
- return
- }
- if int(loc.buffer_idx) >= len(shd.constant_buffers) {
- log.warnf("Constant buffer idx %v is out of bounds", loc.buffer_idx)
- return
- }
- b := &shd.constant_buffers[loc.buffer_idx]
- if int(loc.offset) + size_of(val) > len(b.cpu_data) {
- log.warnf("Constant buffer idx %v is trying to be written out of bounds by at offset %v with %v bytes", loc.buffer_idx, loc.offset, size_of(val))
- return
- }
- dst := (^T)(&b.cpu_data[loc.offset])
- dst^ = val
- }
- _set_shader_constant_mat4 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: matrix[4,4]f32) {
- _set_shader_constant(shader, loc, val)
- }
- _set_shader_constant_f32 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: f32) {
- _set_shader_constant(shader, loc, val)
- }
- _set_shader_constant_vec2 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: Vec2) {
- _set_shader_constant(shader, loc, val)
- }
- d3d11_draw_current_batch :: proc() {
- if s.vertex_buffer_cpu_used == s.vertex_buffer_offset {
- return
- }
- viewport := d3d11.VIEWPORT{
- 0, 0,
- f32(s.width), f32(s.height),
- 0, 1,
- }
- dc := s.device_context
- vb_data: d3d11.MAPPED_SUBRESOURCE
- ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
- {
- gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
- copy(
- gpu_map[s.vertex_buffer_offset:s.vertex_buffer_cpu_used],
- s.vertex_buffer_cpu[s.vertex_buffer_offset:s.vertex_buffer_cpu_used],
- )
- }
- dc->Unmap(s.vertex_buffer_gpu, 0)
- dc->IASetPrimitiveTopology(.TRIANGLELIST)
- shd := hm.get(&s.shaders, s.batch_shader)
- if shd == nil {
- shd = hm.get(&s.shaders, s.default_shader)
- assert(shd != nil, "Failed fetching default shader")
- }
- dc->IASetInputLayout(shd.input_layout)
- vertex_buffer_offset := u32(0)
- vertex_buffer_stride := u32(shd.vertex_size)
- dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
- for mloc, builtin in shd.constant_builtin_locations {
- loc, loc_ok := mloc.?
- if !loc_ok {
- continue
- }
- switch builtin {
- case .MVP:
- dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
- dst^ = s.proj_matrix * s.view_matrix
- }
- }
- dc->VSSetShader(shd.vertex_shader, nil, 0)
- for &c, c_idx in shd.constant_buffers {
- if c.gpu_data == nil {
- continue
- }
- cb_data: d3d11.MAPPED_SUBRESOURCE
- ch(dc->Map(c.gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
- mem.copy(cb_data.pData, raw_data(c.cpu_data), len(c.cpu_data))
- dc->Unmap(c.gpu_data, 0)
- dc->VSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
- dc->PSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
- }
- dc->RSSetViewports(1, &viewport)
- dc->RSSetState(s.rasterizer_state)
- dc->PSSetShader(shd.pixel_shader, nil, 0)
- if t := hm.get(&s.textures, s.batch_texture); t != nil {
- dc->PSSetShaderResources(0, 1, &t.view)
- }
-
- dc->PSSetSamplers(0, 1, &s.sampler_state)
- dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
- dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
- dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
- dc->Draw(u32((s.vertex_buffer_cpu_used - s.vertex_buffer_offset)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
- s.vertex_buffer_offset = s.vertex_buffer_cpu_used
- log_messages()
- }
- make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
- return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
- }
- d3d11_present :: proc() {
- d3d11_draw_current_batch()
- ch(s.swapchain->Present(1, {}))
- s.vertex_buffer_offset = 0
- s.vertex_buffer_cpu_used = 0
- }
- Shader_Constant_Location :: struct {
- buffer_idx: u32,
- offset: u32,
- }
- _load_shader :: proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader_Handle {
- vs_blob: ^d3d11.IBlob
- vs_blob_errors: ^d3d11.IBlob
- ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
- if vs_blob_errors != nil {
- log.error("Failed compiling shader:")
- log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
- }
- vertex_shader: ^d3d11.IVertexShader
- ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
- ref: ^d3d11.IShaderReflection
- ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
- constant_buffers: []Shader_Constant_Buffer
- constant_lookup: map[string]Shader_Constant_Location
- constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
- inputs: []Shader_Input
- {
- context.allocator = s.allocator
- d: d3d11.SHADER_DESC
- ch(ref->GetDesc(&d))
- inputs = make([]Shader_Input, d.InputParameters)
- for in_idx in 0..<d.InputParameters {
- in_desc: d3d11.SIGNATURE_PARAMETER_DESC
-
- if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
- log.errorf("Invalid input: %v in shader %v", in_idx, shader)
- continue
- }
- type: Shader_Input_Type
- if in_desc.SemanticIndex > 0 {
- log.errorf("Matrix shader input types not yet implemented")
- continue
- }
- switch in_desc.ComponentType {
- case .UNKNOWN: log.errorf("Unknown component type")
- case .UINT32: log.errorf("Not implemented")
- case .SINT32: log.errorf("Not implemented")
- case .FLOAT32:
- switch in_desc.Mask {
- case 0: log.errorf("Invalid input mask"); continue
- case 1: type = .F32
- case 3: type = .Vec2
- case 7: type = .Vec3
- case 15: type = .Vec4
- }
- }
- inputs[in_idx] = {
- name = strings.clone_from_cstring(in_desc.SemanticName),
- register = int(in_idx),
- type = type,
- }
- }
- constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
- for cb_idx in 0..<d.ConstantBuffers {
- cb_info := ref->GetConstantBufferByIndex(cb_idx)
- if cb_info == nil {
- continue
- }
- cb_desc: d3d11.SHADER_BUFFER_DESC
- cb_info->GetDesc(&cb_desc)
- if cb_desc.Size == 0 {
- continue
- }
- b := &constant_buffers[cb_idx]
- b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
- constant_buffer_desc := d3d11.BUFFER_DESC{
- ByteWidth = cb_desc.Size,
- Usage = .DYNAMIC,
- BindFlags = {.CONSTANT_BUFFER},
- CPUAccessFlags = {.WRITE},
- }
- ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &b.gpu_data))
- for var_idx in 0..<cb_desc.Variables {
- var_info := cb_info->GetVariableByIndex(var_idx)
- if var_info == nil {
- continue
- }
- var_desc: d3d11.SHADER_VARIABLE_DESC
- var_info->GetDesc(&var_desc)
- if var_desc.Name != "" {
- loc := Shader_Constant_Location {
- buffer_idx = cb_idx,
- offset = var_desc.StartOffset,
- }
- constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
- switch var_desc.Name {
- case "mvp":
- constant_builtin_locations[.MVP] = loc
- }
- }
- // TODO add the size or type somewhere so we set it correctly
- /*log.info(var_desc)
- type_info := var_info->GetType()
- type_info_desc: d3d11.SHADER_TYPE_DESC
- type_info->GetDesc(&type_info_desc)
- log.info(type_info_desc)*/
- }
- }
- }
- default_input_offsets: [Shader_Default_Inputs]int
- for &d in default_input_offsets {
- d = -1
- }
- input_offset: int
- if len(layout_formats) > 0 {
- if len(layout_formats) != len(inputs) {
- log.error("Passed number of layout formats isn't same as number of shader inputs")
- } else {
- for &i, idx in inputs {
- i.format = layout_formats[idx]
- if i.name == "POS" && i.type == .Vec2 {
- default_input_offsets[.Position] = input_offset
- } else if i.name == "UV" && i.type == .Vec2 {
- default_input_offsets[.UV] = input_offset
- } else if i.name == "COL" && i.type == .Vec4 {
- default_input_offsets[.Color] = input_offset
- }
- input_offset += shader_input_format_size(i.format)
- }
- }
- } else {
- for &i in inputs {
- if i.name == "POS" && i.type == .Vec2 {
- i.format = .RG32_Float
- default_input_offsets[.Position] = input_offset
- } else if i.name == "UV" && i.type == .Vec2 {
- i.format = .RG32_Float
- default_input_offsets[.UV] = input_offset
- } else if i.name == "COL" && i.type == .Vec4 {
- i.format = .RGBA8_Norm
- default_input_offsets[.Color] = input_offset
- } else {
- switch i.type {
- case .F32: i.format = .R32_Float
- case .Vec2: i.format = .RG32_Float
- case .Vec3: i.format = .RGBA32_Float
- case .Vec4: i.format = .RGBA32_Float
- }
- }
- input_offset += shader_input_format_size(i.format)
- }
- }
- input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
- for idx in 0..<len(inputs) {
- input := inputs[idx]
- input_layout_desc[idx] = {
- SemanticName = temp_cstring(input.name),
- Format = dxgi_format_from_shader_input_format(input.format),
- AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
- InputSlotClass = .VERTEX_DATA,
- }
- }
- input_layout: ^d3d11.IInputLayout
- ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
- ps_blob: ^d3d11.IBlob
- ps_blob_errors: ^d3d11.IBlob
- ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
- if ps_blob_errors != nil {
- log.error("Failed compiling shader:")
- log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
- }
- pixel_shader: ^d3d11.IPixelShader
- ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
- shd := Shader {
- vertex_shader = vertex_shader,
- pixel_shader = pixel_shader,
- input_layout = input_layout,
- constant_buffers = constant_buffers,
- constant_lookup = constant_lookup,
- constant_builtin_locations = constant_builtin_locations,
- inputs = inputs,
- input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
- default_input_offsets = default_input_offsets,
- vertex_size = input_offset,
- }
- h := hm.add(&s.shaders, shd)
- return h
- }
- dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
- switch f {
- case .Unknown: return .UNKNOWN
- case .RGBA32_Float: return .R32G32B32A32_FLOAT
- case .RGBA8_Norm: return .R8G8B8A8_UNORM
- case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
- case .RG32_Float: return .R32G32_FLOAT
- case .R32_Float: return .R32_FLOAT
- }
- log.error("Unknown format")
- return .UNKNOWN
- }
- shader_input_format_size :: proc(f: Shader_Input_Format) -> int {
- switch f {
- case .Unknown: return 0
- case .RGBA32_Float: return 32
- case .RGBA8_Norm: return 4
- case .RGBA8_Norm_SRGB: return 4
- case .RG32_Float: return 8
- case .R32_Float: return 4
- }
- return 0
- }
- _destroy_shader :: proc(shader: Shader_Handle) {
- if shd := hm.get(&s.shaders, shader); shd != nil {
- shd.input_layout->Release()
- shd.vertex_shader->Release()
- shd.pixel_shader->Release()
- for c in shd.constant_buffers {
- if c.gpu_data != nil {
- c.gpu_data->Release()
- }
- delete(c.cpu_data)
- }
- delete(shd.constant_buffers)
- for k,_ in shd.constant_lookup {
- delete(k)
- }
- delete(shd.constant_lookup)
- for i in shd.inputs {
- delete(i.name)
- }
- delete(shd.inputs)
- }
- hm.remove(&s.shaders, shader)
- }
- _get_shader_constant_location :: proc(shader: Shader_Handle, name: string) -> Shader_Constant_Location {
- shd := hm.get(&s.shaders, shader)
- if shd == nil {
- return {}
- }
- return shd.constant_lookup[name]
- }
- temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
- return strings.clone_to_cstring(str, context.temp_allocator, loc)
- }
- // CHeck win errors and print message log if there is any error
- ch :: proc(hr: win32.HRESULT, loc := #caller_location) -> win32.HRESULT {
- if hr >= 0 {
- return hr
- }
- log.errorf("d3d11 error: %0x", u32(hr), location = loc)
- log_messages(loc)
- return hr
- }
- log_messages :: proc(loc := #caller_location) {
- iq := s.info_queue
-
- if iq == nil {
- return
- }
- n := iq->GetNumStoredMessages()
- longest_msg: d3d11.SIZE_T
- for i in 0..=n {
- msglen: d3d11.SIZE_T
- iq->GetMessage(i, nil, &msglen)
- if msglen > longest_msg {
- longest_msg = msglen
- }
- }
- if longest_msg > 0 {
- msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
- for i in 0..=n {
- msglen: d3d11.SIZE_T
- iq->GetMessage(i, nil, &msglen)
- if msglen > 0 {
- msg := (^d3d11.MESSAGE)(msg_raw_ptr)
- iq->GetMessage(i, msg, &msglen)
- log.error(msg.pDescription, location = loc)
- }
- }
- }
- iq->ClearStoredMessages()
- }
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