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_view_projection_matrix = d3d11_set_view_projection_matrix,
  23. set_internal_state = d3d11_set_internal_state,
  24. load_texture = d3d11_load_texture,
  25. destroy_texture = d3d11_destroy_texture,
  26. load_shader = d3d11_load_shader,
  27. destroy_shader = d3d11_destroy_shader,
  28. }
  29. @(private="file")
  30. s: ^D3D11_State
  31. d3d11_state_size :: proc() -> int {
  32. return size_of(D3D11_State)
  33. }
  34. d3d11_init :: proc(state: rawptr, window_handle: uintptr, swapchain_width, swapchain_height: int,
  35. allocator := context.allocator, loc := #caller_location) {
  36. hwnd := dxgi.HWND(window_handle)
  37. s = (^D3D11_State)(state)
  38. s.allocator = allocator
  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. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  48. .BGRA_SUPPORT,
  49. }
  50. when ODIN_DEBUG {
  51. device_flags += { .DEBUG }
  52. }
  53. ch(d3d11.CreateDevice(
  54. nil,
  55. .HARDWARE,
  56. nil,
  57. device_flags,
  58. &feature_levels[0], len(feature_levels),
  59. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  60. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  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. dxgi_adapter: ^dxgi.IAdapter
  68. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  69. dxgi_device->Release()
  70. dxgi_factory: ^dxgi.IFactory2
  71. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  72. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  73. Format = .B8G8R8A8_UNORM,
  74. SampleDesc = {
  75. Count = 1,
  76. },
  77. BufferUsage = {.RENDER_TARGET_OUTPUT},
  78. BufferCount = 2,
  79. Scaling = .STRETCH,
  80. SwapEffect = .DISCARD,
  81. }
  82. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  83. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  84. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  85. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  86. s.framebuffer->GetDesc(&depth_buffer_desc)
  87. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  88. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  89. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  90. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  91. rasterizer_desc := d3d11.RASTERIZER_DESC{
  92. FillMode = .SOLID,
  93. CullMode = .BACK,
  94. }
  95. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  96. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  97. DepthEnable = false,
  98. DepthWriteMask = .ALL,
  99. DepthFunc = .LESS,
  100. }
  101. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  102. vertex_buffer_desc := d3d11.BUFFER_DESC{
  103. ByteWidth = VERTEX_BUFFER_MAX,
  104. Usage = .DYNAMIC,
  105. BindFlags = {.VERTEX_BUFFER},
  106. CPUAccessFlags = {.WRITE},
  107. }
  108. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  109. blend_desc := d3d11.BLEND_DESC {
  110. RenderTarget = {
  111. 0 = {
  112. BlendEnable = true,
  113. SrcBlend = .SRC_ALPHA,
  114. DestBlend = .INV_SRC_ALPHA,
  115. BlendOp = .ADD,
  116. SrcBlendAlpha = .ONE,
  117. DestBlendAlpha = .ZERO,
  118. BlendOpAlpha = .ADD,
  119. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  120. },
  121. },
  122. }
  123. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  124. sampler_desc := d3d11.SAMPLER_DESC{
  125. Filter = .MIN_MAG_MIP_POINT,
  126. AddressU = .WRAP,
  127. AddressV = .WRAP,
  128. AddressW = .WRAP,
  129. ComparisonFunc = .NEVER,
  130. }
  131. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  132. }
  133. d3d11_shutdown :: proc() {
  134. s.sampler_state->Release()
  135. s.framebuffer_view->Release()
  136. s.depth_buffer_view->Release()
  137. s.depth_buffer->Release()
  138. s.framebuffer->Release()
  139. s.device_context->Release()
  140. s.vertex_buffer_gpu->Release()
  141. //s.constant_buffer->Release()
  142. s.depth_stencil_state->Release()
  143. s.rasterizer_state->Release()
  144. s.swapchain->Release()
  145. s.blend_state->Release()
  146. when ODIN_DEBUG {
  147. debug: ^d3d11.IDebug
  148. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  149. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  150. log_messages()
  151. }
  152. debug->Release()
  153. }
  154. s.device->Release()
  155. s.info_queue->Release()
  156. }
  157. d3d11_set_internal_state :: proc(state: rawptr) {
  158. s = (^D3D11_State)(state)
  159. }
  160. d3d11_get_swapchain_width :: proc() -> int {
  161. return s.width
  162. }
  163. d3d11_get_swapchain_height :: proc() -> int {
  164. return s.height
  165. }
  166. d3d11_set_view_projection_matrix :: proc(m: Mat4) {
  167. s.view_proj = m
  168. }
  169. VERTEX_BUFFER_MAX :: 1000000
  170. TEXTURE_NONE :: Texture_Handle {}
  171. Shader_Constant_Buffer :: struct {
  172. gpu_data: ^d3d11.IBuffer,
  173. cpu_data: []u8,
  174. }
  175. Shader_Builtin_Constant :: enum {
  176. MVP,
  177. }
  178. Shader_Input_Type :: enum {
  179. F32,
  180. Vec2,
  181. Vec3,
  182. Vec4,
  183. }
  184. Shader_Input :: struct {
  185. name: string,
  186. register: int,
  187. type: Shader_Input_Type,
  188. format: Shader_Input_Format,
  189. }
  190. Shader_Default_Inputs :: enum {
  191. Position,
  192. UV,
  193. Color,
  194. }
  195. D3D11_Shader :: struct {
  196. handle: Shader_Handle,
  197. vertex_shader: ^d3d11.IVertexShader,
  198. pixel_shader: ^d3d11.IPixelShader,
  199. input_layout: ^d3d11.IInputLayout,
  200. }
  201. D3D11_State :: struct {
  202. allocator: runtime.Allocator,
  203. width: int,
  204. height: int,
  205. swapchain: ^dxgi.ISwapChain1,
  206. framebuffer_view: ^d3d11.IRenderTargetView,
  207. depth_buffer_view: ^d3d11.IDepthStencilView,
  208. device_context: ^d3d11.IDeviceContext,
  209. depth_stencil_state: ^d3d11.IDepthStencilState,
  210. rasterizer_state: ^d3d11.IRasterizerState,
  211. device: ^d3d11.IDevice,
  212. depth_buffer: ^d3d11.ITexture2D,
  213. framebuffer: ^d3d11.ITexture2D,
  214. blend_state: ^d3d11.IBlendState,
  215. sampler_state: ^d3d11.ISamplerState,
  216. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  217. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  218. info_queue: ^d3d11.IInfoQueue,
  219. vertex_buffer_gpu: ^d3d11.IBuffer,
  220. vertex_buffer_offset: int,
  221. batch_shader: Shader_Handle,
  222. view_proj: Mat4,
  223. }
  224. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  225. return {
  226. v.x, v.y, 0,
  227. }
  228. }
  229. Color_F32 :: [4]f32
  230. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  231. return {
  232. f32(color.r) / 255,
  233. f32(color.g) / 255,
  234. f32(color.b) / 255,
  235. f32(color.a) / 255,
  236. }
  237. }
  238. d3d11_clear :: proc(color: Color) {
  239. c := f32_color_from_color(color)
  240. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  241. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  242. }
  243. D3D11_Texture :: struct {
  244. handle: Texture_Handle,
  245. tex: ^d3d11.ITexture2D,
  246. view: ^d3d11.IShaderResourceView,
  247. }
  248. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  249. texture_desc := d3d11.TEXTURE2D_DESC{
  250. Width = u32(width),
  251. Height = u32(height),
  252. MipLevels = 1,
  253. ArraySize = 1,
  254. // TODO: _SRGB or not?
  255. Format = .R8G8B8A8_UNORM,
  256. SampleDesc = {Count = 1},
  257. Usage = .IMMUTABLE,
  258. BindFlags = {.SHADER_RESOURCE},
  259. }
  260. texture_data := d3d11.SUBRESOURCE_DATA{
  261. pSysMem = raw_data(data),
  262. SysMemPitch = u32(width * 4),
  263. }
  264. texture: ^d3d11.ITexture2D
  265. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  266. texture_view: ^d3d11.IShaderResourceView
  267. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  268. tex := D3D11_Texture {
  269. tex = texture,
  270. view = texture_view,
  271. }
  272. return hm.add(&s.textures, tex)
  273. }
  274. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  275. if t := hm.get(&s.textures, th); t != nil {
  276. t.tex->Release()
  277. t.view->Release()
  278. }
  279. hm.remove(&s.textures, th)
  280. }
  281. Shader_Input_Value_Override :: struct {
  282. val: [256]u8,
  283. used: int,
  284. }
  285. create_vertex_input_override :: proc(val: $T) -> Shader_Input_Value_Override {
  286. assert(size_of(T) < 256)
  287. res: Shader_Input_Value_Override
  288. ((^T)(raw_data(&res.val)))^ = val
  289. res.used = size_of(T)
  290. return res
  291. }
  292. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, vertex_buffer: []u8) {
  293. if len(vertex_buffer) == 0 {
  294. return
  295. }
  296. d3d_shd := hm.get(&s.shaders, shd.handle)
  297. if d3d_shd == nil {
  298. return
  299. }
  300. viewport := d3d11.VIEWPORT{
  301. 0, 0,
  302. f32(s.width), f32(s.height),
  303. 0, 1,
  304. }
  305. dc := s.device_context
  306. vb_data: d3d11.MAPPED_SUBRESOURCE
  307. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  308. {
  309. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  310. copy(
  311. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  312. vertex_buffer,
  313. )
  314. }
  315. dc->Unmap(s.vertex_buffer_gpu, 0)
  316. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  317. dc->IASetInputLayout(d3d_shd.input_layout)
  318. vertex_buffer_offset := u32(0)
  319. vertex_buffer_stride := u32(shd.vertex_size)
  320. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  321. for mloc, builtin in shd.constant_builtin_locations {
  322. loc, loc_ok := mloc.?
  323. if !loc_ok {
  324. continue
  325. }
  326. switch builtin {
  327. case .MVP:
  328. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  329. dst^ = s.view_proj
  330. }
  331. }
  332. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  333. for &c, c_idx in shd.constant_buffers {
  334. if c.gpu_data == nil {
  335. continue
  336. }
  337. cb_data: d3d11.MAPPED_SUBRESOURCE
  338. ch(dc->Map(c.gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  339. mem.copy(cb_data.pData, raw_data(c.cpu_data), len(c.cpu_data))
  340. dc->Unmap(c.gpu_data, 0)
  341. dc->VSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  342. dc->PSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  343. }
  344. dc->RSSetViewports(1, &viewport)
  345. dc->RSSetState(s.rasterizer_state)
  346. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  347. if t := hm.get(&s.textures, texture); t != nil {
  348. dc->PSSetShaderResources(0, 1, &t.view)
  349. }
  350. dc->PSSetSamplers(0, 1, &s.sampler_state)
  351. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  352. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  353. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  354. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  355. s.vertex_buffer_offset += len(vertex_buffer)
  356. log_messages()
  357. }
  358. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  359. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  360. }
  361. d3d11_present :: proc() {
  362. ch(s.swapchain->Present(1, {}))
  363. s.vertex_buffer_offset = 0
  364. }
  365. Shader_Constant_Location :: struct {
  366. buffer_idx: u32,
  367. offset: u32,
  368. }
  369. d3d11_load_shader :: proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader {
  370. vs_blob: ^d3d11.IBlob
  371. vs_blob_errors: ^d3d11.IBlob
  372. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  373. if vs_blob_errors != nil {
  374. log.error("Failed compiling shader:")
  375. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  376. }
  377. vertex_shader: ^d3d11.IVertexShader
  378. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  379. ref: ^d3d11.IShaderReflection
  380. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  381. constant_buffers: []Shader_Constant_Buffer
  382. constant_lookup: map[string]Shader_Constant_Location
  383. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  384. inputs: []Shader_Input
  385. {
  386. context.allocator = s.allocator
  387. d: d3d11.SHADER_DESC
  388. ch(ref->GetDesc(&d))
  389. inputs = make([]Shader_Input, d.InputParameters)
  390. for in_idx in 0..<d.InputParameters {
  391. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  392. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  393. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  394. continue
  395. }
  396. type: Shader_Input_Type
  397. if in_desc.SemanticIndex > 0 {
  398. log.errorf("Matrix shader input types not yet implemented")
  399. continue
  400. }
  401. switch in_desc.ComponentType {
  402. case .UNKNOWN: log.errorf("Unknown component type")
  403. case .UINT32: log.errorf("Not implemented")
  404. case .SINT32: log.errorf("Not implemented")
  405. case .FLOAT32:
  406. switch in_desc.Mask {
  407. case 0: log.errorf("Invalid input mask"); continue
  408. case 1: type = .F32
  409. case 3: type = .Vec2
  410. case 7: type = .Vec3
  411. case 15: type = .Vec4
  412. }
  413. }
  414. inputs[in_idx] = {
  415. name = strings.clone_from_cstring(in_desc.SemanticName),
  416. register = int(in_idx),
  417. type = type,
  418. }
  419. }
  420. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  421. for cb_idx in 0..<d.ConstantBuffers {
  422. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  423. if cb_info == nil {
  424. continue
  425. }
  426. cb_desc: d3d11.SHADER_BUFFER_DESC
  427. cb_info->GetDesc(&cb_desc)
  428. if cb_desc.Size == 0 {
  429. continue
  430. }
  431. b := &constant_buffers[cb_idx]
  432. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  433. constant_buffer_desc := d3d11.BUFFER_DESC{
  434. ByteWidth = cb_desc.Size,
  435. Usage = .DYNAMIC,
  436. BindFlags = {.CONSTANT_BUFFER},
  437. CPUAccessFlags = {.WRITE},
  438. }
  439. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &b.gpu_data))
  440. for var_idx in 0..<cb_desc.Variables {
  441. var_info := cb_info->GetVariableByIndex(var_idx)
  442. if var_info == nil {
  443. continue
  444. }
  445. var_desc: d3d11.SHADER_VARIABLE_DESC
  446. var_info->GetDesc(&var_desc)
  447. if var_desc.Name != "" {
  448. loc := Shader_Constant_Location {
  449. buffer_idx = cb_idx,
  450. offset = var_desc.StartOffset,
  451. }
  452. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  453. switch var_desc.Name {
  454. case "mvp":
  455. constant_builtin_locations[.MVP] = loc
  456. }
  457. }
  458. // TODO add the size or type somewhere so we set it correctly
  459. /*log.info(var_desc)
  460. type_info := var_info->GetType()
  461. type_info_desc: d3d11.SHADER_TYPE_DESC
  462. type_info->GetDesc(&type_info_desc)
  463. log.info(type_info_desc)*/
  464. }
  465. }
  466. }
  467. default_input_offsets: [Shader_Default_Inputs]int
  468. for &d in default_input_offsets {
  469. d = -1
  470. }
  471. input_offset: int
  472. if len(layout_formats) > 0 {
  473. if len(layout_formats) != len(inputs) {
  474. log.error("Passed number of layout formats isn't same as number of shader inputs")
  475. } else {
  476. for &i, idx in inputs {
  477. i.format = layout_formats[idx]
  478. if i.name == "POS" && i.type == .Vec2 {
  479. default_input_offsets[.Position] = input_offset
  480. } else if i.name == "UV" && i.type == .Vec2 {
  481. default_input_offsets[.UV] = input_offset
  482. } else if i.name == "COL" && i.type == .Vec4 {
  483. default_input_offsets[.Color] = input_offset
  484. }
  485. input_offset += shader_input_format_size(i.format)
  486. }
  487. }
  488. } else {
  489. for &i in inputs {
  490. if i.name == "POS" && i.type == .Vec2 {
  491. i.format = .RG32_Float
  492. default_input_offsets[.Position] = input_offset
  493. } else if i.name == "UV" && i.type == .Vec2 {
  494. i.format = .RG32_Float
  495. default_input_offsets[.UV] = input_offset
  496. } else if i.name == "COL" && i.type == .Vec4 {
  497. i.format = .RGBA8_Norm
  498. default_input_offsets[.Color] = input_offset
  499. } else {
  500. switch i.type {
  501. case .F32: i.format = .R32_Float
  502. case .Vec2: i.format = .RG32_Float
  503. case .Vec3: i.format = .RGBA32_Float
  504. case .Vec4: i.format = .RGBA32_Float
  505. }
  506. }
  507. input_offset += shader_input_format_size(i.format)
  508. }
  509. }
  510. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  511. for idx in 0..<len(inputs) {
  512. input := inputs[idx]
  513. input_layout_desc[idx] = {
  514. SemanticName = temp_cstring(input.name),
  515. Format = dxgi_format_from_shader_input_format(input.format),
  516. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  517. InputSlotClass = .VERTEX_DATA,
  518. }
  519. }
  520. input_layout: ^d3d11.IInputLayout
  521. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  522. ps_blob: ^d3d11.IBlob
  523. ps_blob_errors: ^d3d11.IBlob
  524. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  525. if ps_blob_errors != nil {
  526. log.error("Failed compiling shader:")
  527. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  528. }
  529. pixel_shader: ^d3d11.IPixelShader
  530. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  531. shd := D3D11_Shader {
  532. vertex_shader = vertex_shader,
  533. pixel_shader = pixel_shader,
  534. input_layout = input_layout,
  535. }
  536. h := hm.add(&s.shaders, shd)
  537. return {
  538. handle = h,
  539. constant_buffers = constant_buffers,
  540. constant_lookup = constant_lookup,
  541. constant_builtin_locations = constant_builtin_locations,
  542. inputs = inputs,
  543. input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
  544. default_input_offsets = default_input_offsets,
  545. vertex_size = input_offset,
  546. }
  547. }
  548. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  549. switch f {
  550. case .Unknown: return .UNKNOWN
  551. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  552. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  553. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  554. case .RG32_Float: return .R32G32_FLOAT
  555. case .R32_Float: return .R32_FLOAT
  556. }
  557. log.error("Unknown format")
  558. return .UNKNOWN
  559. }
  560. shader_input_format_size :: proc(f: Shader_Input_Format) -> int {
  561. switch f {
  562. case .Unknown: return 0
  563. case .RGBA32_Float: return 32
  564. case .RGBA8_Norm: return 4
  565. case .RGBA8_Norm_SRGB: return 4
  566. case .RG32_Float: return 8
  567. case .R32_Float: return 4
  568. }
  569. return 0
  570. }
  571. d3d11_destroy_shader :: proc(shd: Shader) {
  572. if d3d_shd := hm.get(&s.shaders, shd.handle); d3d_shd != nil {
  573. d3d_shd.input_layout->Release()
  574. d3d_shd.vertex_shader->Release()
  575. d3d_shd.pixel_shader->Release()
  576. }
  577. hm.remove(&s.shaders, shd.handle)
  578. for c in shd.constant_buffers {
  579. if c.gpu_data != nil {
  580. c.gpu_data->Release()
  581. }
  582. delete(c.cpu_data)
  583. }
  584. delete(shd.constant_buffers)
  585. for k,_ in shd.constant_lookup {
  586. delete(k)
  587. }
  588. delete(shd.constant_lookup)
  589. for i in shd.inputs {
  590. delete(i.name)
  591. }
  592. delete(shd.inputs)
  593. }
  594. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  595. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  596. }
  597. // CHeck win errors and print message log if there is any error
  598. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  599. if hr >= 0 {
  600. return hr
  601. }
  602. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  603. log_messages(loc)
  604. return hr
  605. }
  606. log_messages :: proc(loc := #caller_location) {
  607. iq := s.info_queue
  608. if iq == nil {
  609. return
  610. }
  611. n := iq->GetNumStoredMessages()
  612. longest_msg: d3d11.SIZE_T
  613. for i in 0..=n {
  614. msglen: d3d11.SIZE_T
  615. iq->GetMessage(i, nil, &msglen)
  616. if msglen > longest_msg {
  617. longest_msg = msglen
  618. }
  619. }
  620. if longest_msg > 0 {
  621. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  622. for i in 0..=n {
  623. msglen: d3d11.SIZE_T
  624. iq->GetMessage(i, nil, &msglen)
  625. if msglen > 0 {
  626. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  627. iq->GetMessage(i, msg, &msglen)
  628. log.error(msg.pDescription, location = loc)
  629. }
  630. }
  631. }
  632. iq->ClearStoredMessages()
  633. }