backend_d3d11.odin 19 KB

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  1. #+build windows
  2. package karl2d
  3. import d3d11 "vendor:directx/d3d11"
  4. import dxgi "vendor:directx/dxgi"
  5. import "vendor:directx/d3d_compiler"
  6. import "core:strings"
  7. import "core:log"
  8. import "core:math/linalg"
  9. import "core:slice"
  10. import "core:mem"
  11. import hm "handle_map"
  12. import "base:runtime"
  13. BACKEND_D3D11 :: Rendering_Backend {
  14. state_size = d3d11_state_size,
  15. init = d3d11_init,
  16. shutdown = d3d11_shutdown,
  17. clear = d3d11_clear,
  18. present = d3d11_present,
  19. draw = d3d11_draw,
  20. get_swapchain_width = d3d11_get_swapchain_width,
  21. get_swapchain_height = d3d11_get_swapchain_height,
  22. set_internal_state = d3d11_set_internal_state,
  23. load_texture = d3d11_load_texture,
  24. destroy_texture = d3d11_destroy_texture,
  25. load_shader = d3d11_load_shader,
  26. destroy_shader = d3d11_destroy_shader,
  27. }
  28. @(private="file")
  29. s: ^D3D11_State
  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. hwnd := dxgi.HWND(window_handle)
  35. s = (^D3D11_State)(state)
  36. s.allocator = allocator
  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. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  59. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  60. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  61. dxgi_device: ^dxgi.IDevice
  62. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  63. base_device->Release()
  64. base_device_context->Release()
  65. dxgi_adapter: ^dxgi.IAdapter
  66. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  67. dxgi_device->Release()
  68. dxgi_factory: ^dxgi.IFactory2
  69. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  70. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  71. Format = .B8G8R8A8_UNORM,
  72. SampleDesc = {
  73. Count = 1,
  74. },
  75. BufferUsage = {.RENDER_TARGET_OUTPUT},
  76. BufferCount = 2,
  77. Scaling = .STRETCH,
  78. SwapEffect = .DISCARD,
  79. }
  80. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  81. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  82. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  83. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  84. s.framebuffer->GetDesc(&depth_buffer_desc)
  85. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  86. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  87. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  88. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  89. rasterizer_desc := d3d11.RASTERIZER_DESC{
  90. FillMode = .SOLID,
  91. CullMode = .BACK,
  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.constant_buffer->Release()
  140. s.depth_stencil_state->Release()
  141. s.rasterizer_state->Release()
  142. s.swapchain->Release()
  143. s.blend_state->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_set_internal_state :: proc(state: rawptr) {
  156. s = (^D3D11_State)(state)
  157. }
  158. d3d11_get_swapchain_width :: proc() -> int {
  159. return s.width
  160. }
  161. d3d11_get_swapchain_height :: proc() -> int {
  162. return s.height
  163. }
  164. VERTEX_BUFFER_MAX :: 1000000
  165. TEXTURE_NONE :: Texture_Handle {}
  166. Shader_Constant_Buffer :: struct {
  167. gpu_data: ^d3d11.IBuffer,
  168. cpu_data: []u8,
  169. }
  170. Shader_Builtin_Constant :: enum {
  171. MVP,
  172. }
  173. Shader_Input_Type :: enum {
  174. F32,
  175. Vec2,
  176. Vec3,
  177. Vec4,
  178. }
  179. Shader_Input :: struct {
  180. name: string,
  181. register: int,
  182. type: Shader_Input_Type,
  183. format: Shader_Input_Format,
  184. }
  185. Shader_Default_Inputs :: enum {
  186. Position,
  187. UV,
  188. Color,
  189. }
  190. D3D11_Shader :: struct {
  191. handle: Shader_Handle,
  192. vertex_shader: ^d3d11.IVertexShader,
  193. pixel_shader: ^d3d11.IPixelShader,
  194. input_layout: ^d3d11.IInputLayout,
  195. }
  196. D3D11_State :: struct {
  197. allocator: runtime.Allocator,
  198. width: int,
  199. height: int,
  200. swapchain: ^dxgi.ISwapChain1,
  201. framebuffer_view: ^d3d11.IRenderTargetView,
  202. depth_buffer_view: ^d3d11.IDepthStencilView,
  203. device_context: ^d3d11.IDeviceContext,
  204. depth_stencil_state: ^d3d11.IDepthStencilState,
  205. rasterizer_state: ^d3d11.IRasterizerState,
  206. device: ^d3d11.IDevice,
  207. depth_buffer: ^d3d11.ITexture2D,
  208. framebuffer: ^d3d11.ITexture2D,
  209. blend_state: ^d3d11.IBlendState,
  210. sampler_state: ^d3d11.ISamplerState,
  211. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  212. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  213. info_queue: ^d3d11.IInfoQueue,
  214. vertex_buffer_gpu: ^d3d11.IBuffer,
  215. vertex_buffer_offset: int,
  216. batch_shader: Shader_Handle,
  217. view_proj: Mat4,
  218. }
  219. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  220. return {
  221. v.x, v.y, 0,
  222. }
  223. }
  224. Color_F32 :: [4]f32
  225. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  226. return {
  227. f32(color.r) / 255,
  228. f32(color.g) / 255,
  229. f32(color.b) / 255,
  230. f32(color.a) / 255,
  231. }
  232. }
  233. d3d11_clear :: proc(color: Color) {
  234. c := f32_color_from_color(color)
  235. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  236. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  237. }
  238. D3D11_Texture :: struct {
  239. handle: Texture_Handle,
  240. tex: ^d3d11.ITexture2D,
  241. view: ^d3d11.IShaderResourceView,
  242. }
  243. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  244. texture_desc := d3d11.TEXTURE2D_DESC{
  245. Width = u32(width),
  246. Height = u32(height),
  247. MipLevels = 1,
  248. ArraySize = 1,
  249. // TODO: _SRGB or not?
  250. Format = .R8G8B8A8_UNORM,
  251. SampleDesc = {Count = 1},
  252. Usage = .IMMUTABLE,
  253. BindFlags = {.SHADER_RESOURCE},
  254. }
  255. texture_data := d3d11.SUBRESOURCE_DATA{
  256. pSysMem = raw_data(data),
  257. SysMemPitch = u32(width * 4),
  258. }
  259. texture: ^d3d11.ITexture2D
  260. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  261. texture_view: ^d3d11.IShaderResourceView
  262. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  263. tex := D3D11_Texture {
  264. tex = texture,
  265. view = texture_view,
  266. }
  267. return hm.add(&s.textures, tex)
  268. }
  269. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  270. if t := hm.get(&s.textures, th); t != nil {
  271. t.tex->Release()
  272. t.view->Release()
  273. }
  274. hm.remove(&s.textures, th)
  275. }
  276. Shader_Input_Value_Override :: struct {
  277. val: [256]u8,
  278. used: int,
  279. }
  280. create_vertex_input_override :: proc(val: $T) -> Shader_Input_Value_Override {
  281. assert(size_of(T) < 256)
  282. res: Shader_Input_Value_Override
  283. ((^T)(raw_data(&res.val)))^ = val
  284. res.used = size_of(T)
  285. return res
  286. }
  287. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, vertex_buffer: []u8) {
  288. if len(vertex_buffer) == 0 {
  289. return
  290. }
  291. d3d_shd := hm.get(&s.shaders, shd.handle)
  292. if d3d_shd == nil {
  293. return
  294. }
  295. viewport := d3d11.VIEWPORT{
  296. 0, 0,
  297. f32(s.width), f32(s.height),
  298. 0, 1,
  299. }
  300. dc := s.device_context
  301. vb_data: d3d11.MAPPED_SUBRESOURCE
  302. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  303. {
  304. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  305. copy(
  306. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  307. vertex_buffer,
  308. )
  309. }
  310. dc->Unmap(s.vertex_buffer_gpu, 0)
  311. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  312. dc->IASetInputLayout(d3d_shd.input_layout)
  313. vertex_buffer_offset := u32(0)
  314. vertex_buffer_stride := u32(shd.vertex_size)
  315. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  316. for mloc, builtin in shd.constant_builtin_locations {
  317. loc, loc_ok := mloc.?
  318. if !loc_ok {
  319. continue
  320. }
  321. switch builtin {
  322. case .MVP:
  323. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  324. dst^ = view_proj
  325. }
  326. }
  327. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  328. for &c, c_idx in shd.constant_buffers {
  329. if c.gpu_data == nil {
  330. continue
  331. }
  332. cb_data: d3d11.MAPPED_SUBRESOURCE
  333. ch(dc->Map(c.gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  334. mem.copy(cb_data.pData, raw_data(c.cpu_data), len(c.cpu_data))
  335. dc->Unmap(c.gpu_data, 0)
  336. dc->VSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  337. dc->PSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  338. }
  339. dc->RSSetViewports(1, &viewport)
  340. dc->RSSetState(s.rasterizer_state)
  341. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  342. if t := hm.get(&s.textures, texture); t != nil {
  343. dc->PSSetShaderResources(0, 1, &t.view)
  344. }
  345. dc->PSSetSamplers(0, 1, &s.sampler_state)
  346. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  347. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  348. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  349. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  350. s.vertex_buffer_offset += len(vertex_buffer)
  351. log_messages()
  352. }
  353. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  354. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  355. }
  356. d3d11_present :: proc() {
  357. ch(s.swapchain->Present(1, {}))
  358. s.vertex_buffer_offset = 0
  359. }
  360. Shader_Constant_Location :: struct {
  361. buffer_idx: u32,
  362. offset: u32,
  363. }
  364. d3d11_load_shader :: proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader {
  365. vs_blob: ^d3d11.IBlob
  366. vs_blob_errors: ^d3d11.IBlob
  367. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  368. if vs_blob_errors != nil {
  369. log.error("Failed compiling shader:")
  370. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  371. }
  372. vertex_shader: ^d3d11.IVertexShader
  373. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  374. ref: ^d3d11.IShaderReflection
  375. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  376. constant_buffers: []Shader_Constant_Buffer
  377. constant_lookup: map[string]Shader_Constant_Location
  378. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  379. inputs: []Shader_Input
  380. {
  381. context.allocator = s.allocator
  382. d: d3d11.SHADER_DESC
  383. ch(ref->GetDesc(&d))
  384. inputs = make([]Shader_Input, d.InputParameters)
  385. for in_idx in 0..<d.InputParameters {
  386. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  387. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  388. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  389. continue
  390. }
  391. type: Shader_Input_Type
  392. if in_desc.SemanticIndex > 0 {
  393. log.errorf("Matrix shader input types not yet implemented")
  394. continue
  395. }
  396. switch in_desc.ComponentType {
  397. case .UNKNOWN: log.errorf("Unknown component type")
  398. case .UINT32: log.errorf("Not implemented")
  399. case .SINT32: log.errorf("Not implemented")
  400. case .FLOAT32:
  401. switch in_desc.Mask {
  402. case 0: log.errorf("Invalid input mask"); continue
  403. case 1: type = .F32
  404. case 3: type = .Vec2
  405. case 7: type = .Vec3
  406. case 15: type = .Vec4
  407. }
  408. }
  409. inputs[in_idx] = {
  410. name = strings.clone_from_cstring(in_desc.SemanticName),
  411. register = int(in_idx),
  412. type = type,
  413. }
  414. }
  415. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  416. for cb_idx in 0..<d.ConstantBuffers {
  417. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  418. if cb_info == nil {
  419. continue
  420. }
  421. cb_desc: d3d11.SHADER_BUFFER_DESC
  422. cb_info->GetDesc(&cb_desc)
  423. if cb_desc.Size == 0 {
  424. continue
  425. }
  426. b := &constant_buffers[cb_idx]
  427. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  428. constant_buffer_desc := d3d11.BUFFER_DESC{
  429. ByteWidth = cb_desc.Size,
  430. Usage = .DYNAMIC,
  431. BindFlags = {.CONSTANT_BUFFER},
  432. CPUAccessFlags = {.WRITE},
  433. }
  434. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &b.gpu_data))
  435. for var_idx in 0..<cb_desc.Variables {
  436. var_info := cb_info->GetVariableByIndex(var_idx)
  437. if var_info == nil {
  438. continue
  439. }
  440. var_desc: d3d11.SHADER_VARIABLE_DESC
  441. var_info->GetDesc(&var_desc)
  442. if var_desc.Name != "" {
  443. loc := Shader_Constant_Location {
  444. buffer_idx = cb_idx,
  445. offset = var_desc.StartOffset,
  446. }
  447. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  448. switch var_desc.Name {
  449. case "mvp":
  450. constant_builtin_locations[.MVP] = loc
  451. }
  452. }
  453. // TODO add the size or type somewhere so we set it correctly
  454. /*log.info(var_desc)
  455. type_info := var_info->GetType()
  456. type_info_desc: d3d11.SHADER_TYPE_DESC
  457. type_info->GetDesc(&type_info_desc)
  458. log.info(type_info_desc)*/
  459. }
  460. }
  461. }
  462. default_input_offsets: [Shader_Default_Inputs]int
  463. for &d in default_input_offsets {
  464. d = -1
  465. }
  466. input_offset: int
  467. if len(layout_formats) > 0 {
  468. if len(layout_formats) != len(inputs) {
  469. log.error("Passed number of layout formats isn't same as number of shader inputs")
  470. } else {
  471. for &i, idx in inputs {
  472. i.format = layout_formats[idx]
  473. if i.name == "POS" && i.type == .Vec2 {
  474. default_input_offsets[.Position] = input_offset
  475. } else if i.name == "UV" && i.type == .Vec2 {
  476. default_input_offsets[.UV] = input_offset
  477. } else if i.name == "COL" && i.type == .Vec4 {
  478. default_input_offsets[.Color] = input_offset
  479. }
  480. input_offset += shader_input_format_size(i.format)
  481. }
  482. }
  483. } else {
  484. for &i in inputs {
  485. if i.name == "POS" && i.type == .Vec2 {
  486. i.format = .RG32_Float
  487. default_input_offsets[.Position] = input_offset
  488. } else if i.name == "UV" && i.type == .Vec2 {
  489. i.format = .RG32_Float
  490. default_input_offsets[.UV] = input_offset
  491. } else if i.name == "COL" && i.type == .Vec4 {
  492. i.format = .RGBA8_Norm
  493. default_input_offsets[.Color] = input_offset
  494. } else {
  495. switch i.type {
  496. case .F32: i.format = .R32_Float
  497. case .Vec2: i.format = .RG32_Float
  498. case .Vec3: i.format = .RGBA32_Float
  499. case .Vec4: i.format = .RGBA32_Float
  500. }
  501. }
  502. input_offset += shader_input_format_size(i.format)
  503. }
  504. }
  505. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  506. for idx in 0..<len(inputs) {
  507. input := inputs[idx]
  508. input_layout_desc[idx] = {
  509. SemanticName = temp_cstring(input.name),
  510. Format = dxgi_format_from_shader_input_format(input.format),
  511. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  512. InputSlotClass = .VERTEX_DATA,
  513. }
  514. }
  515. input_layout: ^d3d11.IInputLayout
  516. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  517. ps_blob: ^d3d11.IBlob
  518. ps_blob_errors: ^d3d11.IBlob
  519. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  520. if ps_blob_errors != nil {
  521. log.error("Failed compiling shader:")
  522. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  523. }
  524. pixel_shader: ^d3d11.IPixelShader
  525. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  526. shd := D3D11_Shader {
  527. vertex_shader = vertex_shader,
  528. pixel_shader = pixel_shader,
  529. input_layout = input_layout,
  530. }
  531. h := hm.add(&s.shaders, shd)
  532. return {
  533. handle = h,
  534. constant_buffers = constant_buffers,
  535. constant_lookup = constant_lookup,
  536. constant_builtin_locations = constant_builtin_locations,
  537. inputs = inputs,
  538. input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
  539. default_input_offsets = default_input_offsets,
  540. vertex_size = input_offset,
  541. }
  542. }
  543. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  544. switch f {
  545. case .Unknown: return .UNKNOWN
  546. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  547. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  548. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  549. case .RG32_Float: return .R32G32_FLOAT
  550. case .R32_Float: return .R32_FLOAT
  551. }
  552. log.error("Unknown format")
  553. return .UNKNOWN
  554. }
  555. shader_input_format_size :: proc(f: Shader_Input_Format) -> int {
  556. switch f {
  557. case .Unknown: return 0
  558. case .RGBA32_Float: return 32
  559. case .RGBA8_Norm: return 4
  560. case .RGBA8_Norm_SRGB: return 4
  561. case .RG32_Float: return 8
  562. case .R32_Float: return 4
  563. }
  564. return 0
  565. }
  566. d3d11_destroy_shader :: proc(shd: Shader) {
  567. if d3d_shd := hm.get(&s.shaders, shd.handle); d3d_shd != nil {
  568. d3d_shd.input_layout->Release()
  569. d3d_shd.vertex_shader->Release()
  570. d3d_shd.pixel_shader->Release()
  571. }
  572. hm.remove(&s.shaders, shd.handle)
  573. for c in shd.constant_buffers {
  574. if c.gpu_data != nil {
  575. c.gpu_data->Release()
  576. }
  577. delete(c.cpu_data)
  578. }
  579. delete(shd.constant_buffers)
  580. for k,_ in shd.constant_lookup {
  581. delete(k)
  582. }
  583. delete(shd.constant_lookup)
  584. for i in shd.inputs {
  585. delete(i.name)
  586. }
  587. delete(shd.inputs)
  588. delete(shd.input_overrides)
  589. }
  590. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  591. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  592. }
  593. // CHeck win errors and print message log if there is any error
  594. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  595. if hr >= 0 {
  596. return hr
  597. }
  598. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  599. log_messages(loc)
  600. return hr
  601. }
  602. log_messages :: proc(loc := #caller_location) {
  603. iq := s.info_queue
  604. if iq == nil {
  605. return
  606. }
  607. n := iq->GetNumStoredMessages()
  608. longest_msg: d3d11.SIZE_T
  609. for i in 0..=n {
  610. msglen: d3d11.SIZE_T
  611. iq->GetMessage(i, nil, &msglen)
  612. if msglen > longest_msg {
  613. longest_msg = msglen
  614. }
  615. }
  616. if longest_msg > 0 {
  617. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  618. for i in 0..=n {
  619. msglen: d3d11.SIZE_T
  620. iq->GetMessage(i, nil, &msglen)
  621. if msglen > 0 {
  622. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  623. iq->GetMessage(i, msg, &msglen)
  624. log.error(msg.pDescription, location = loc)
  625. }
  626. }
  627. }
  628. iq->ClearStoredMessages()
  629. }