backend_d3d11.odin 28 KB

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  1. #+build windows
  2. package karl2d
  3. import win32 "core:sys/windows"
  4. import d3d11 "vendor:directx/d3d11"
  5. import dxgi "vendor:directx/dxgi"
  6. import "vendor:directx/d3d_compiler"
  7. import "core:strings"
  8. import "core:log"
  9. import "core:math/linalg"
  10. import "core:slice"
  11. import "core:mem"
  12. import "core:math"
  13. import "core:image"
  14. import hm "handle_map"
  15. import "base:runtime"
  16. import "core:image/bmp"
  17. import "core:image/png"
  18. import "core:image/tga"
  19. _ :: bmp
  20. _ :: png
  21. _ :: tga
  22. make_backend_d3d11 :: proc() -> Rendering_Backend {
  23. return {
  24. state_size = d3d11_state_size,
  25. init = d3d11_init,
  26. set_internal_state = d3d11_set_internal_state,
  27. }
  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 := win32.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. s.vertex_buffer_cpu = make([]u8, VERTEX_BUFFER_MAX, allocator, loc)
  110. blend_desc := d3d11.BLEND_DESC {
  111. RenderTarget = {
  112. 0 = {
  113. BlendEnable = true,
  114. SrcBlend = .SRC_ALPHA,
  115. DestBlend = .INV_SRC_ALPHA,
  116. BlendOp = .ADD,
  117. SrcBlendAlpha = .ONE,
  118. DestBlendAlpha = .ZERO,
  119. BlendOpAlpha = .ADD,
  120. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  121. },
  122. },
  123. }
  124. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  125. s.proj_matrix = make_default_projection(swapchain_width, swapchain_height)
  126. s.view_matrix = 1
  127. sampler_desc := d3d11.SAMPLER_DESC{
  128. Filter = .MIN_MAG_MIP_POINT,
  129. AddressU = .WRAP,
  130. AddressV = .WRAP,
  131. AddressW = .WRAP,
  132. ComparisonFunc = .NEVER,
  133. }
  134. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  135. s.default_shader = _load_shader(string(shader_hlsl), {
  136. .RG32_Float,
  137. .RG32_Float,
  138. .RGBA8_Norm,
  139. })
  140. white_rect: [16*16*4]u8
  141. slice.fill(white_rect[:], 255)
  142. s.shape_drawing_texture = _load_texture_from_memory(white_rect[:], 16, 16)
  143. }
  144. d3d11_set_internal_state :: proc(state: rawptr) {
  145. s = (^D3D11_State)(state)
  146. }
  147. shader_hlsl :: #load("shader.hlsl")
  148. VERTEX_BUFFER_MAX :: 1000000
  149. Handle :: hm.Handle
  150. Texture_Handle :: distinct hm.Handle
  151. TEXTURE_NONE :: Texture_Handle {}
  152. Shader_Constant_Buffer :: struct {
  153. gpu_data: ^d3d11.IBuffer,
  154. cpu_data: []u8,
  155. }
  156. Shader_Builtin_Constant :: enum {
  157. MVP,
  158. }
  159. Shader_Input_Type :: enum {
  160. F32,
  161. Vec2,
  162. Vec3,
  163. Vec4,
  164. }
  165. Shader_Input :: struct {
  166. name: string,
  167. register: int,
  168. type: Shader_Input_Type,
  169. format: Shader_Input_Format,
  170. }
  171. Shader_Default_Inputs :: enum {
  172. Position,
  173. UV,
  174. Color,
  175. }
  176. Shader :: struct {
  177. handle: Shader_Handle,
  178. vertex_shader: ^d3d11.IVertexShader,
  179. pixel_shader: ^d3d11.IPixelShader,
  180. input_layout: ^d3d11.IInputLayout,
  181. constant_buffers: []Shader_Constant_Buffer,
  182. constant_lookup: map[string]Shader_Constant_Location,
  183. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  184. inputs: []Shader_Input,
  185. input_overrides: []Shader_Input_Value_Override,
  186. default_input_offsets: [Shader_Default_Inputs]int,
  187. vertex_size: int,
  188. }
  189. D3D11_State :: struct {
  190. allocator: runtime.Allocator,
  191. width: int,
  192. height: int,
  193. swapchain: ^dxgi.ISwapChain1,
  194. framebuffer_view: ^d3d11.IRenderTargetView,
  195. depth_buffer_view: ^d3d11.IDepthStencilView,
  196. device_context: ^d3d11.IDeviceContext,
  197. depth_stencil_state: ^d3d11.IDepthStencilState,
  198. rasterizer_state: ^d3d11.IRasterizerState,
  199. device: ^d3d11.IDevice,
  200. depth_buffer: ^d3d11.ITexture2D,
  201. framebuffer: ^d3d11.ITexture2D,
  202. blend_state: ^d3d11.IBlendState,
  203. shape_drawing_texture: Texture,
  204. sampler_state: ^d3d11.ISamplerState,
  205. default_shader: Shader_Handle,
  206. textures: hm.Handle_Map(_Texture, Texture_Handle, 1024*10),
  207. shaders: hm.Handle_Map(Shader, Shader_Handle, 1024*10),
  208. info_queue: ^d3d11.IInfoQueue,
  209. vertex_buffer_gpu: ^d3d11.IBuffer,
  210. vertex_buffer_cpu: []u8,
  211. vertex_buffer_cpu_used: int,
  212. vertex_buffer_offset: int,
  213. batch_texture: Texture_Handle,
  214. batch_camera: Maybe(Camera),
  215. batch_shader: Shader_Handle,
  216. view_matrix: matrix[4,4]f32,
  217. proj_matrix: matrix[4,4]f32,
  218. }
  219. _shutdown :: proc() {
  220. _destroy_texture(s.shape_drawing_texture)
  221. _destroy_shader(s.default_shader)
  222. s.sampler_state->Release()
  223. s.framebuffer_view->Release()
  224. s.depth_buffer_view->Release()
  225. s.depth_buffer->Release()
  226. s.framebuffer->Release()
  227. s.device_context->Release()
  228. s.vertex_buffer_gpu->Release()
  229. //s.constant_buffer->Release()
  230. s.depth_stencil_state->Release()
  231. s.rasterizer_state->Release()
  232. s.swapchain->Release()
  233. s.blend_state->Release()
  234. delete(s.vertex_buffer_cpu, s.allocator)
  235. when ODIN_DEBUG {
  236. debug: ^d3d11.IDebug
  237. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  238. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  239. log_messages()
  240. }
  241. debug->Release()
  242. }
  243. s.device->Release()
  244. s.info_queue->Release()
  245. a := s.allocator
  246. free(s, a)
  247. s = nil
  248. }
  249. Color_F32 :: [4]f32
  250. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  251. return {
  252. f32(color.r) / 255,
  253. f32(color.g) / 255,
  254. f32(color.b) / 255,
  255. f32(color.a) / 255,
  256. }
  257. }
  258. _clear :: proc(color: Color) {
  259. c := f32_color_from_color(color)
  260. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  261. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  262. }
  263. _Texture :: struct {
  264. handle: Texture_Handle,
  265. tex: ^d3d11.ITexture2D,
  266. view: ^d3d11.IShaderResourceView,
  267. }
  268. _load_texture_from_file :: proc(filename: string) -> Texture {
  269. img, img_err := image.load_from_file(filename, options = {.alpha_add_if_missing}, allocator = context.temp_allocator)
  270. if img_err != nil {
  271. log.errorf("Error loading texture %v: %v", filename, img_err)
  272. return {}
  273. }
  274. return _load_texture_from_memory(img.pixels.buf[:], img.width, img.height)
  275. }
  276. _load_texture_from_memory :: proc(data: []u8, width: int, height: int) -> Texture {
  277. texture_desc := d3d11.TEXTURE2D_DESC{
  278. Width = u32(width),
  279. Height = u32(height),
  280. MipLevels = 1,
  281. ArraySize = 1,
  282. // TODO: _SRGB or not?
  283. Format = .R8G8B8A8_UNORM,
  284. SampleDesc = {Count = 1},
  285. Usage = .IMMUTABLE,
  286. BindFlags = {.SHADER_RESOURCE},
  287. }
  288. texture_data := d3d11.SUBRESOURCE_DATA{
  289. pSysMem = raw_data(data),
  290. SysMemPitch = u32(width * 4),
  291. }
  292. texture: ^d3d11.ITexture2D
  293. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  294. texture_view: ^d3d11.IShaderResourceView
  295. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  296. tex := _Texture {
  297. tex = texture,
  298. view = texture_view,
  299. }
  300. handle := hm.add(&s.textures, tex)
  301. return {
  302. id = handle,
  303. width = width,
  304. height = height,
  305. }
  306. }
  307. _destroy_texture :: proc(tex: Texture) {
  308. if t := hm.get(&s.textures, tex.id); t != nil {
  309. t.tex->Release()
  310. t.view->Release()
  311. }
  312. hm.remove(&s.textures, tex.id)
  313. }
  314. _draw_texture :: proc(tex: Texture, pos: Vec2, tint := WHITE) {
  315. _draw_texture_ex(
  316. tex,
  317. {0, 0, f32(tex.width), f32(tex.height)},
  318. {pos.x, pos.y, f32(tex.width), f32(tex.height)},
  319. {},
  320. 0,
  321. tint,
  322. )
  323. }
  324. _draw_texture_rect :: proc(tex: Texture, rect: Rect, pos: Vec2, tint := WHITE) {
  325. _draw_texture_ex(
  326. tex,
  327. rect,
  328. {pos.x, pos.y, rect.w, rect.h},
  329. {},
  330. 0,
  331. tint,
  332. )
  333. }
  334. Shader_Input_Value_Override :: struct {
  335. val: [256]u8,
  336. used: int,
  337. }
  338. create_vertex_input_override :: proc(val: $T) -> Shader_Input_Value_Override {
  339. assert(size_of(T) < 256)
  340. res: Shader_Input_Value_Override
  341. ((^T)(raw_data(&res.val)))^ = val
  342. res.used = size_of(T)
  343. return res
  344. }
  345. set_vertex_input_override :: proc(shader: Shader_Handle, input_idx: int, override: Shader_Input_Value_Override) {
  346. shd := hm.get(&s.shaders, shader)
  347. if shd == nil {
  348. log.error("Valid shader")
  349. return
  350. }
  351. if input_idx < 0 || input_idx >= len(shd.input_overrides) {
  352. log.error("Override input idx out of bounds")
  353. return
  354. }
  355. shd.input_overrides[input_idx] = override
  356. }
  357. batch_vertex :: proc(v: Vec2, uv: Vec2, color: Color) {
  358. v := v
  359. if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
  360. panic("Must dispatch here")
  361. }
  362. shd := hm.get(&s.shaders, s.batch_shader)
  363. if shd == nil {
  364. shd = hm.get(&s.shaders, s.default_shader)
  365. assert(shd != nil, "Failed fetching default shader")
  366. }
  367. base_offset := s.vertex_buffer_cpu_used
  368. pos_offset := shd.default_input_offsets[.Position]
  369. uv_offset := shd.default_input_offsets[.UV]
  370. color_offset := shd.default_input_offsets[.Color]
  371. if pos_offset != -1 {
  372. (^Vec2)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
  373. }
  374. if uv_offset != -1 {
  375. (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
  376. }
  377. if color_offset != -1 {
  378. (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
  379. }
  380. override_offset: int
  381. for &o, idx in shd.input_overrides {
  382. input := &shd.inputs[idx]
  383. sz := shader_input_format_size(input.format)
  384. if o.used != 0 {
  385. mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
  386. }
  387. override_offset += sz
  388. }
  389. s.vertex_buffer_cpu_used += shd.vertex_size
  390. }
  391. _draw_texture_ex :: proc(tex: Texture, src: Rect, dst: Rect, origin: Vec2, rot: f32, tint := WHITE) {
  392. if tex.width == 0 || tex.height == 0 {
  393. return
  394. }
  395. if s.batch_texture != TEXTURE_NONE && s.batch_texture != tex.id {
  396. _draw_current_batch()
  397. }
  398. r := dst
  399. r.x -= origin.x
  400. r.y -= origin.y
  401. s.batch_texture = tex.id
  402. tl, tr, bl, br: Vec2
  403. // Rotation adapted from Raylib's "DrawTexturePro"
  404. if rot == 0 {
  405. x := dst.x - origin.x
  406. y := dst.y - origin.y
  407. tl = { x, y }
  408. tr = { x + dst.w, y }
  409. bl = { x, y + dst.h }
  410. br = { x + dst.w, y + dst.h }
  411. } else {
  412. sin_rot := math.sin(rot * math.RAD_PER_DEG)
  413. cos_rot := math.cos(rot * math.RAD_PER_DEG)
  414. x := dst.x
  415. y := dst.y
  416. dx := -origin.x
  417. dy := -origin.y
  418. tl = {
  419. x + dx * cos_rot - dy * sin_rot,
  420. y + dx * sin_rot + dy * cos_rot,
  421. }
  422. tr = {
  423. x + (dx + dst.w) * cos_rot - dy * sin_rot,
  424. y + (dx + dst.w) * sin_rot + dy * cos_rot,
  425. }
  426. bl = {
  427. x + dx * cos_rot - (dy + dst.h) * sin_rot,
  428. y + dx * sin_rot + (dy + dst.h) * cos_rot,
  429. }
  430. br = {
  431. x + (dx + dst.w) * cos_rot - (dy + dst.h) * sin_rot,
  432. y + (dx + dst.w) * sin_rot + (dy + dst.h) * cos_rot,
  433. }
  434. }
  435. ts := Vec2{f32(tex.width), f32(tex.height)}
  436. up := Vec2{src.x, src.y} / ts
  437. us := Vec2{src.w, src.h} / ts
  438. c := tint
  439. batch_vertex(tl, up, c)
  440. batch_vertex(tr, up + {us.x, 0}, c)
  441. batch_vertex(br, up + us, c)
  442. batch_vertex(tl, up, c)
  443. batch_vertex(br, up + us, c)
  444. batch_vertex(bl, up + {0, us.y}, c)
  445. }
  446. _draw_rectangle :: proc(r: Rect, c: Color) {
  447. if s.batch_texture != TEXTURE_NONE && s.batch_texture != s.shape_drawing_texture.id {
  448. _draw_current_batch()
  449. }
  450. s.batch_texture = s.shape_drawing_texture.id
  451. batch_vertex({r.x, r.y}, {0, 0}, c)
  452. batch_vertex({r.x + r.w, r.y}, {1, 0}, c)
  453. batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
  454. batch_vertex({r.x, r.y}, {0, 0}, c)
  455. batch_vertex({r.x + r.w, r.y + r.h}, {1, 1}, c)
  456. batch_vertex({r.x, r.y + r.h}, {0, 1}, c)
  457. }
  458. _draw_rectangle_outline :: proc(r: Rect, thickness: f32, color: Color) {
  459. t := thickness
  460. // Based on DrawRectangleLinesEx from Raylib
  461. top := Rect {
  462. r.x,
  463. r.y,
  464. r.w,
  465. t,
  466. }
  467. bottom := Rect {
  468. r.x,
  469. r.y + r.h - t,
  470. r.w,
  471. t,
  472. }
  473. left := Rect {
  474. r.x,
  475. r.y + t,
  476. t,
  477. r.h - t * 2,
  478. }
  479. right := Rect {
  480. r.x + r.w - t,
  481. r.y + t,
  482. t,
  483. r.h - t * 2,
  484. }
  485. _draw_rectangle(top, color)
  486. _draw_rectangle(bottom, color)
  487. _draw_rectangle(left, color)
  488. _draw_rectangle(right, color)
  489. }
  490. _draw_circle :: proc(center: Vec2, radius: f32, color: Color) {
  491. }
  492. _draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  493. }
  494. _get_default_shader :: proc() -> Shader_Handle {
  495. return s.default_shader
  496. }
  497. _draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  498. }
  499. _mouse_button_pressed :: proc(button: Mouse_Button) -> bool {
  500. return false
  501. }
  502. _mouse_button_released :: proc(button: Mouse_Button) -> bool {
  503. return false
  504. }
  505. _mouse_button_held :: proc(button: Mouse_Button) -> bool {
  506. return false
  507. }
  508. _mouse_wheel_delta :: proc() -> f32 {
  509. return 0
  510. }
  511. _mouse_position :: proc() -> Vec2 {
  512. return {}
  513. }
  514. _enable_scissor :: proc(x, y, w, h: int) {
  515. }
  516. _disable_scissor :: proc() {
  517. }
  518. _set_window_size :: proc(width: int, height: int) {
  519. }
  520. _screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  521. return pos
  522. }
  523. Vec3 :: [3]f32
  524. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  525. return {
  526. v.x, v.y, 0,
  527. }
  528. }
  529. _set_camera :: proc(camera: Maybe(Camera)) {
  530. if camera == s.batch_camera {
  531. return
  532. }
  533. _draw_current_batch()
  534. s.batch_camera = camera
  535. if c, c_ok := camera.?; c_ok {
  536. origin_trans := linalg.matrix4_translate(vec3_from_vec2(-c.origin))
  537. translate := linalg.matrix4_translate(vec3_from_vec2(c.target))
  538. rot := linalg.matrix4_rotate_f32(c.rotation * math.RAD_PER_DEG, {0, 0, 1})
  539. camera_matrix := translate * rot * origin_trans
  540. s.view_matrix = linalg.inverse(camera_matrix)
  541. s.proj_matrix = make_default_projection(s.width, s.height)
  542. s.proj_matrix[0, 0] *= c.zoom
  543. s.proj_matrix[1, 1] *= c.zoom
  544. } else {
  545. s.proj_matrix = make_default_projection(s.width, s.height)
  546. s.view_matrix = 1
  547. }
  548. }
  549. _set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  550. }
  551. _set_shader :: proc(shader: Shader_Handle) {
  552. if shader == s.batch_shader {
  553. return
  554. }
  555. _draw_current_batch()
  556. s.batch_shader = shader
  557. }
  558. _set_shader_constant :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: $T) {
  559. _draw_current_batch()
  560. shd := hm.get(&s.shaders, shader)
  561. if shd == nil {
  562. return
  563. }
  564. if int(loc.buffer_idx) >= len(shd.constant_buffers) {
  565. log.warnf("Constant buffer idx %v is out of bounds", loc.buffer_idx)
  566. return
  567. }
  568. b := &shd.constant_buffers[loc.buffer_idx]
  569. if int(loc.offset) + size_of(val) > len(b.cpu_data) {
  570. 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))
  571. return
  572. }
  573. dst := (^T)(&b.cpu_data[loc.offset])
  574. dst^ = val
  575. }
  576. _set_shader_constant_mat4 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: matrix[4,4]f32) {
  577. _set_shader_constant(shader, loc, val)
  578. }
  579. _set_shader_constant_f32 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: f32) {
  580. _set_shader_constant(shader, loc, val)
  581. }
  582. _set_shader_constant_vec2 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: Vec2) {
  583. _set_shader_constant(shader, loc, val)
  584. }
  585. _draw_current_batch :: proc() {
  586. if s.vertex_buffer_cpu_used == s.vertex_buffer_offset {
  587. return
  588. }
  589. viewport := d3d11.VIEWPORT{
  590. 0, 0,
  591. f32(s.width), f32(s.height),
  592. 0, 1,
  593. }
  594. dc := s.device_context
  595. vb_data: d3d11.MAPPED_SUBRESOURCE
  596. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  597. {
  598. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  599. copy(
  600. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_cpu_used],
  601. s.vertex_buffer_cpu[s.vertex_buffer_offset:s.vertex_buffer_cpu_used],
  602. )
  603. }
  604. dc->Unmap(s.vertex_buffer_gpu, 0)
  605. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  606. shd := hm.get(&s.shaders, s.batch_shader)
  607. if shd == nil {
  608. shd = hm.get(&s.shaders, s.default_shader)
  609. assert(shd != nil, "Failed fetching default shader")
  610. }
  611. dc->IASetInputLayout(shd.input_layout)
  612. vertex_buffer_offset := u32(0)
  613. vertex_buffer_stride := u32(shd.vertex_size)
  614. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  615. for mloc, builtin in shd.constant_builtin_locations {
  616. loc, loc_ok := mloc.?
  617. if !loc_ok {
  618. continue
  619. }
  620. switch builtin {
  621. case .MVP:
  622. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  623. dst^ = s.proj_matrix * s.view_matrix
  624. }
  625. }
  626. dc->VSSetShader(shd.vertex_shader, nil, 0)
  627. for &c, c_idx in shd.constant_buffers {
  628. if c.gpu_data == nil {
  629. continue
  630. }
  631. cb_data: d3d11.MAPPED_SUBRESOURCE
  632. ch(dc->Map(c.gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  633. mem.copy(cb_data.pData, raw_data(c.cpu_data), len(c.cpu_data))
  634. dc->Unmap(c.gpu_data, 0)
  635. dc->VSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  636. dc->PSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  637. }
  638. dc->RSSetViewports(1, &viewport)
  639. dc->RSSetState(s.rasterizer_state)
  640. dc->PSSetShader(shd.pixel_shader, nil, 0)
  641. if t := hm.get(&s.textures, s.batch_texture); t != nil {
  642. dc->PSSetShaderResources(0, 1, &t.view)
  643. }
  644. dc->PSSetSamplers(0, 1, &s.sampler_state)
  645. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  646. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  647. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  648. dc->Draw(u32((s.vertex_buffer_cpu_used - s.vertex_buffer_offset)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  649. s.vertex_buffer_offset = s.vertex_buffer_cpu_used
  650. log_messages()
  651. }
  652. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  653. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  654. }
  655. _present :: proc() {
  656. _draw_current_batch()
  657. ch(s.swapchain->Present(1, {}))
  658. s.vertex_buffer_offset = 0
  659. s.vertex_buffer_cpu_used = 0
  660. }
  661. Shader_Constant_Location :: struct {
  662. buffer_idx: u32,
  663. offset: u32,
  664. }
  665. _load_shader :: proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader_Handle {
  666. vs_blob: ^d3d11.IBlob
  667. vs_blob_errors: ^d3d11.IBlob
  668. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  669. if vs_blob_errors != nil {
  670. log.error("Failed compiling shader:")
  671. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  672. }
  673. vertex_shader: ^d3d11.IVertexShader
  674. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  675. ref: ^d3d11.IShaderReflection
  676. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  677. constant_buffers: []Shader_Constant_Buffer
  678. constant_lookup: map[string]Shader_Constant_Location
  679. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  680. inputs: []Shader_Input
  681. {
  682. context.allocator = s.allocator
  683. d: d3d11.SHADER_DESC
  684. ch(ref->GetDesc(&d))
  685. inputs = make([]Shader_Input, d.InputParameters)
  686. for in_idx in 0..<d.InputParameters {
  687. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  688. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  689. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  690. continue
  691. }
  692. type: Shader_Input_Type
  693. if in_desc.SemanticIndex > 0 {
  694. log.errorf("Matrix shader input types not yet implemented")
  695. continue
  696. }
  697. switch in_desc.ComponentType {
  698. case .UNKNOWN: log.errorf("Unknown component type")
  699. case .UINT32: log.errorf("Not implemented")
  700. case .SINT32: log.errorf("Not implemented")
  701. case .FLOAT32:
  702. switch in_desc.Mask {
  703. case 0: log.errorf("Invalid input mask"); continue
  704. case 1: type = .F32
  705. case 3: type = .Vec2
  706. case 7: type = .Vec3
  707. case 15: type = .Vec4
  708. }
  709. }
  710. inputs[in_idx] = {
  711. name = strings.clone_from_cstring(in_desc.SemanticName),
  712. register = int(in_idx),
  713. type = type,
  714. }
  715. }
  716. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  717. for cb_idx in 0..<d.ConstantBuffers {
  718. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  719. if cb_info == nil {
  720. continue
  721. }
  722. cb_desc: d3d11.SHADER_BUFFER_DESC
  723. cb_info->GetDesc(&cb_desc)
  724. if cb_desc.Size == 0 {
  725. continue
  726. }
  727. b := &constant_buffers[cb_idx]
  728. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  729. constant_buffer_desc := d3d11.BUFFER_DESC{
  730. ByteWidth = cb_desc.Size,
  731. Usage = .DYNAMIC,
  732. BindFlags = {.CONSTANT_BUFFER},
  733. CPUAccessFlags = {.WRITE},
  734. }
  735. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &b.gpu_data))
  736. for var_idx in 0..<cb_desc.Variables {
  737. var_info := cb_info->GetVariableByIndex(var_idx)
  738. if var_info == nil {
  739. continue
  740. }
  741. var_desc: d3d11.SHADER_VARIABLE_DESC
  742. var_info->GetDesc(&var_desc)
  743. if var_desc.Name != "" {
  744. loc := Shader_Constant_Location {
  745. buffer_idx = cb_idx,
  746. offset = var_desc.StartOffset,
  747. }
  748. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  749. switch var_desc.Name {
  750. case "mvp":
  751. constant_builtin_locations[.MVP] = loc
  752. }
  753. }
  754. // TODO add the size or type somewhere so we set it correctly
  755. /*log.info(var_desc)
  756. type_info := var_info->GetType()
  757. type_info_desc: d3d11.SHADER_TYPE_DESC
  758. type_info->GetDesc(&type_info_desc)
  759. log.info(type_info_desc)*/
  760. }
  761. }
  762. }
  763. default_input_offsets: [Shader_Default_Inputs]int
  764. for &d in default_input_offsets {
  765. d = -1
  766. }
  767. input_offset: int
  768. if len(layout_formats) > 0 {
  769. if len(layout_formats) != len(inputs) {
  770. log.error("Passed number of layout formats isn't same as number of shader inputs")
  771. } else {
  772. for &i, idx in inputs {
  773. i.format = layout_formats[idx]
  774. if i.name == "POS" && i.type == .Vec2 {
  775. default_input_offsets[.Position] = input_offset
  776. } else if i.name == "UV" && i.type == .Vec2 {
  777. default_input_offsets[.UV] = input_offset
  778. } else if i.name == "COL" && i.type == .Vec4 {
  779. default_input_offsets[.Color] = input_offset
  780. }
  781. input_offset += shader_input_format_size(i.format)
  782. }
  783. }
  784. } else {
  785. for &i in inputs {
  786. if i.name == "POS" && i.type == .Vec2 {
  787. i.format = .RG32_Float
  788. default_input_offsets[.Position] = input_offset
  789. } else if i.name == "UV" && i.type == .Vec2 {
  790. i.format = .RG32_Float
  791. default_input_offsets[.UV] = input_offset
  792. } else if i.name == "COL" && i.type == .Vec4 {
  793. i.format = .RGBA8_Norm
  794. default_input_offsets[.Color] = input_offset
  795. } else {
  796. switch i.type {
  797. case .F32: i.format = .R32_Float
  798. case .Vec2: i.format = .RG32_Float
  799. case .Vec3: i.format = .RGBA32_Float
  800. case .Vec4: i.format = .RGBA32_Float
  801. }
  802. }
  803. input_offset += shader_input_format_size(i.format)
  804. }
  805. }
  806. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  807. for idx in 0..<len(inputs) {
  808. input := inputs[idx]
  809. input_layout_desc[idx] = {
  810. SemanticName = temp_cstring(input.name),
  811. Format = dxgi_format_from_shader_input_format(input.format),
  812. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  813. InputSlotClass = .VERTEX_DATA,
  814. }
  815. }
  816. input_layout: ^d3d11.IInputLayout
  817. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  818. ps_blob: ^d3d11.IBlob
  819. ps_blob_errors: ^d3d11.IBlob
  820. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  821. if ps_blob_errors != nil {
  822. log.error("Failed compiling shader:")
  823. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  824. }
  825. pixel_shader: ^d3d11.IPixelShader
  826. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  827. shd := Shader {
  828. vertex_shader = vertex_shader,
  829. pixel_shader = pixel_shader,
  830. input_layout = input_layout,
  831. constant_buffers = constant_buffers,
  832. constant_lookup = constant_lookup,
  833. constant_builtin_locations = constant_builtin_locations,
  834. inputs = inputs,
  835. input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
  836. default_input_offsets = default_input_offsets,
  837. vertex_size = input_offset,
  838. }
  839. h := hm.add(&s.shaders, shd)
  840. return h
  841. }
  842. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  843. switch f {
  844. case .Unknown: return .UNKNOWN
  845. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  846. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  847. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  848. case .RG32_Float: return .R32G32_FLOAT
  849. case .R32_Float: return .R32_FLOAT
  850. }
  851. log.error("Unknown format")
  852. return .UNKNOWN
  853. }
  854. shader_input_format_size :: proc(f: Shader_Input_Format) -> int {
  855. switch f {
  856. case .Unknown: return 0
  857. case .RGBA32_Float: return 32
  858. case .RGBA8_Norm: return 4
  859. case .RGBA8_Norm_SRGB: return 4
  860. case .RG32_Float: return 8
  861. case .R32_Float: return 4
  862. }
  863. return 0
  864. }
  865. _destroy_shader :: proc(shader: Shader_Handle) {
  866. if shd := hm.get(&s.shaders, shader); shd != nil {
  867. shd.input_layout->Release()
  868. shd.vertex_shader->Release()
  869. shd.pixel_shader->Release()
  870. for c in shd.constant_buffers {
  871. if c.gpu_data != nil {
  872. c.gpu_data->Release()
  873. }
  874. delete(c.cpu_data)
  875. }
  876. delete(shd.constant_buffers)
  877. for k,_ in shd.constant_lookup {
  878. delete(k)
  879. }
  880. delete(shd.constant_lookup)
  881. for i in shd.inputs {
  882. delete(i.name)
  883. }
  884. delete(shd.inputs)
  885. }
  886. hm.remove(&s.shaders, shader)
  887. }
  888. _get_shader_constant_location :: proc(shader: Shader_Handle, name: string) -> Shader_Constant_Location {
  889. shd := hm.get(&s.shaders, shader)
  890. if shd == nil {
  891. return {}
  892. }
  893. return shd.constant_lookup[name]
  894. }
  895. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  896. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  897. }
  898. // CHeck win errors and print message log if there is any error
  899. ch :: proc(hr: win32.HRESULT, loc := #caller_location) -> win32.HRESULT {
  900. if hr >= 0 {
  901. return hr
  902. }
  903. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  904. log_messages(loc)
  905. return hr
  906. }
  907. log_messages :: proc(loc := #caller_location) {
  908. iq := s.info_queue
  909. if iq == nil {
  910. return
  911. }
  912. n := iq->GetNumStoredMessages()
  913. longest_msg: d3d11.SIZE_T
  914. for i in 0..=n {
  915. msglen: d3d11.SIZE_T
  916. iq->GetMessage(i, nil, &msglen)
  917. if msglen > longest_msg {
  918. longest_msg = msglen
  919. }
  920. }
  921. if longest_msg > 0 {
  922. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  923. for i in 0..=n {
  924. msglen: d3d11.SIZE_T
  925. iq->GetMessage(i, nil, &msglen)
  926. if msglen > 0 {
  927. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  928. iq->GetMessage(i, msg, &msglen)
  929. log.error(msg.pDescription, location = loc)
  930. }
  931. }
  932. }
  933. iq->ClearStoredMessages()
  934. }