backend_d3d11.odin 16 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  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:slice"
  10. import "core:mem"
  11. import hm "handle_map"
  12. import "base:runtime"
  13. @(private="package")
  14. BACKEND_D3D11 :: Rendering_Backend_Interface {
  15. state_size = proc() -> int {
  16. return size_of(D3D11_State)
  17. },
  18. init = proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  19. hwnd := dxgi.HWND(window_handle)
  20. s = (^D3D11_State)(state)
  21. s.allocator = allocator
  22. s.width = swapchain_width
  23. s.height = swapchain_height
  24. feature_levels := [?]d3d11.FEATURE_LEVEL{
  25. ._11_1,
  26. ._11_0,
  27. }
  28. base_device: ^d3d11.IDevice
  29. base_device_context: ^d3d11.IDeviceContext
  30. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  31. .BGRA_SUPPORT,
  32. }
  33. when ODIN_DEBUG {
  34. device_flags += { .DEBUG }
  35. }
  36. ch(d3d11.CreateDevice(
  37. nil,
  38. .HARDWARE,
  39. nil,
  40. device_flags,
  41. &feature_levels[0], len(feature_levels),
  42. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  43. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  44. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  45. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  46. dxgi_device: ^dxgi.IDevice
  47. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  48. base_device->Release()
  49. base_device_context->Release()
  50. dxgi_adapter: ^dxgi.IAdapter
  51. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  52. dxgi_device->Release()
  53. dxgi_factory: ^dxgi.IFactory2
  54. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  55. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  56. Format = .B8G8R8A8_UNORM,
  57. SampleDesc = {
  58. Count = 1,
  59. },
  60. BufferUsage = {.RENDER_TARGET_OUTPUT},
  61. BufferCount = 2,
  62. Scaling = .STRETCH,
  63. SwapEffect = .DISCARD,
  64. }
  65. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  66. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  67. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  68. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  69. s.framebuffer->GetDesc(&depth_buffer_desc)
  70. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  71. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  72. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  73. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  74. rasterizer_desc := d3d11.RASTERIZER_DESC{
  75. FillMode = .SOLID,
  76. CullMode = .BACK,
  77. }
  78. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  79. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  80. DepthEnable = false,
  81. DepthWriteMask = .ALL,
  82. DepthFunc = .LESS,
  83. }
  84. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  85. vertex_buffer_desc := d3d11.BUFFER_DESC{
  86. ByteWidth = VERTEX_BUFFER_MAX,
  87. Usage = .DYNAMIC,
  88. BindFlags = {.VERTEX_BUFFER},
  89. CPUAccessFlags = {.WRITE},
  90. }
  91. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  92. blend_desc := d3d11.BLEND_DESC {
  93. RenderTarget = {
  94. 0 = {
  95. BlendEnable = true,
  96. SrcBlend = .SRC_ALPHA,
  97. DestBlend = .INV_SRC_ALPHA,
  98. BlendOp = .ADD,
  99. SrcBlendAlpha = .ONE,
  100. DestBlendAlpha = .ZERO,
  101. BlendOpAlpha = .ADD,
  102. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  103. },
  104. },
  105. }
  106. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  107. sampler_desc := d3d11.SAMPLER_DESC{
  108. Filter = .MIN_MAG_MIP_POINT,
  109. AddressU = .WRAP,
  110. AddressV = .WRAP,
  111. AddressW = .WRAP,
  112. ComparisonFunc = .NEVER,
  113. }
  114. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  115. },
  116. shutdown = proc() {
  117. s.sampler_state->Release()
  118. s.framebuffer_view->Release()
  119. s.depth_buffer_view->Release()
  120. s.depth_buffer->Release()
  121. s.framebuffer->Release()
  122. s.device_context->Release()
  123. s.vertex_buffer_gpu->Release()
  124. s.depth_stencil_state->Release()
  125. s.rasterizer_state->Release()
  126. s.swapchain->Release()
  127. s.blend_state->Release()
  128. when ODIN_DEBUG {
  129. debug: ^d3d11.IDebug
  130. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  131. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  132. log_messages()
  133. }
  134. debug->Release()
  135. }
  136. s.device->Release()
  137. s.info_queue->Release()
  138. },
  139. clear = proc(color: Color) {
  140. c := f32_color_from_color(color)
  141. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  142. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  143. },
  144. present = proc() {
  145. ch(s.swapchain->Present(1, {}))
  146. if s.odd_frame {
  147. s.vertex_buffer_offset = 0
  148. }
  149. s.odd_frame = !s.odd_frame
  150. },
  151. draw = proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, vertex_buffer: []u8) {
  152. if len(vertex_buffer) == 0 {
  153. return
  154. }
  155. d3d_shd := hm.get(&s.shaders, shd.handle)
  156. if d3d_shd == nil {
  157. return
  158. }
  159. viewport := d3d11.VIEWPORT{
  160. 0, 0,
  161. f32(s.width), f32(s.height),
  162. 0, 1,
  163. }
  164. dc := s.device_context
  165. vb_data: d3d11.MAPPED_SUBRESOURCE
  166. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  167. {
  168. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  169. copy(
  170. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  171. vertex_buffer,
  172. )
  173. }
  174. dc->Unmap(s.vertex_buffer_gpu, 0)
  175. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  176. dc->IASetInputLayout(d3d_shd.input_layout)
  177. vertex_buffer_offset := u32(s.vertex_buffer_offset)
  178. vertex_buffer_stride := u32(shd.vertex_size)
  179. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  180. for mloc, builtin in shd.constant_builtin_locations {
  181. loc, loc_ok := mloc.?
  182. if !loc_ok {
  183. continue
  184. }
  185. switch builtin {
  186. case .MVP:
  187. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  188. dst^ = view_proj
  189. }
  190. }
  191. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  192. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  193. for cb_idx in 0..<len(shd.constant_buffers) {
  194. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  195. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  196. if gpu_data == nil {
  197. continue
  198. }
  199. cb_data: d3d11.MAPPED_SUBRESOURCE
  200. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  201. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  202. dc->Unmap(gpu_data, 0)
  203. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  204. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  205. }
  206. dc->RSSetViewports(1, &viewport)
  207. dc->RSSetState(s.rasterizer_state)
  208. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  209. if t := hm.get(&s.textures, texture); t != nil {
  210. dc->PSSetShaderResources(0, 1, &t.view)
  211. }
  212. dc->PSSetSamplers(0, 1, &s.sampler_state)
  213. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  214. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  215. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  216. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  217. s.vertex_buffer_offset += len(vertex_buffer)
  218. log_messages()
  219. },
  220. get_swapchain_width = proc() -> int {
  221. return s.width
  222. },
  223. get_swapchain_height = proc() -> int {
  224. return s.height
  225. },
  226. set_internal_state = proc(state: rawptr) {
  227. s = (^D3D11_State)(state)
  228. },
  229. load_texture = proc(data: []u8, width: int, height: int) -> Texture_Handle {
  230. texture_desc := d3d11.TEXTURE2D_DESC{
  231. Width = u32(width),
  232. Height = u32(height),
  233. MipLevels = 1,
  234. ArraySize = 1,
  235. // TODO: _SRGB or not?
  236. Format = .R8G8B8A8_UNORM,
  237. SampleDesc = {Count = 1},
  238. Usage = .IMMUTABLE,
  239. BindFlags = {.SHADER_RESOURCE},
  240. }
  241. texture_data := d3d11.SUBRESOURCE_DATA{
  242. pSysMem = raw_data(data),
  243. SysMemPitch = u32(width * 4),
  244. }
  245. texture: ^d3d11.ITexture2D
  246. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  247. texture_view: ^d3d11.IShaderResourceView
  248. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  249. tex := D3D11_Texture {
  250. tex = texture,
  251. view = texture_view,
  252. }
  253. return hm.add(&s.textures, tex)
  254. },
  255. destroy_texture = proc(th: Texture_Handle) {
  256. if t := hm.get(&s.textures, th); t != nil {
  257. t.tex->Release()
  258. t.view->Release()
  259. }
  260. hm.remove(&s.textures, th)
  261. },
  262. load_shader = proc(shader_source: string, desc_allocator := context.temp_allocator, layout_formats: []Shader_Input_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  263. vs_blob: ^d3d11.IBlob
  264. vs_blob_errors: ^d3d11.IBlob
  265. ch(d3d_compiler.Compile(raw_data(shader_source), len(shader_source), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  266. if vs_blob_errors != nil {
  267. log.error("Failed compiling shader:")
  268. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  269. return
  270. }
  271. vertex_shader: ^d3d11.IVertexShader
  272. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  273. ref: ^d3d11.IShaderReflection
  274. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  275. d3d_shd: D3D11_Shader
  276. d3d_desc: d3d11.SHADER_DESC
  277. ch(ref->GetDesc(&d3d_desc))
  278. {
  279. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  280. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  281. for in_idx in 0..<d3d_desc.InputParameters {
  282. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  283. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  284. log.errorf("Invalid shader input: %v", in_idx)
  285. continue
  286. }
  287. type: Shader_Input_Type
  288. if in_desc.SemanticIndex > 0 {
  289. log.errorf("Matrix shader input types not yet implemented")
  290. continue
  291. }
  292. switch in_desc.ComponentType {
  293. case .UNKNOWN: log.errorf("Unknown component type")
  294. case .UINT32: log.errorf("Not implemented")
  295. case .SINT32: log.errorf("Not implemented")
  296. case .FLOAT32:
  297. switch in_desc.Mask {
  298. case 0: log.errorf("Invalid input mask"); continue
  299. case 1: type = .F32
  300. case 3: type = .Vec2
  301. case 7: type = .Vec3
  302. case 15: type = .Vec4
  303. }
  304. }
  305. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  306. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  307. desc.inputs[in_idx] = {
  308. name = name,
  309. register = int(in_idx),
  310. format = format,
  311. type = type,
  312. }
  313. }
  314. }
  315. {
  316. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  317. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  318. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  319. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  320. if cb_info == nil {
  321. continue
  322. }
  323. cb_desc: d3d11.SHADER_BUFFER_DESC
  324. cb_info->GetDesc(&cb_desc)
  325. if cb_desc.Size == 0 {
  326. continue
  327. }
  328. constant_buffer_desc := d3d11.BUFFER_DESC{
  329. ByteWidth = cb_desc.Size,
  330. Usage = .DYNAMIC,
  331. BindFlags = {.CONSTANT_BUFFER},
  332. CPUAccessFlags = {.WRITE},
  333. }
  334. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  335. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  336. desc.constant_buffers[cb_idx].variables = variables
  337. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  338. for var_idx in 0..<cb_desc.Variables {
  339. var_info := cb_info->GetVariableByIndex(var_idx)
  340. if var_info == nil {
  341. continue
  342. }
  343. var_desc: d3d11.SHADER_VARIABLE_DESC
  344. var_info->GetDesc(&var_desc)
  345. if var_desc.Name != "" {
  346. variables[var_idx] = {
  347. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  348. loc = {
  349. buffer_idx = cb_idx,
  350. offset = var_desc.StartOffset,
  351. },
  352. }
  353. }
  354. }
  355. }
  356. }
  357. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), context.temp_allocator)
  358. for idx in 0..<len(desc.inputs) {
  359. input := desc.inputs[idx]
  360. input_layout_desc[idx] = {
  361. SemanticName = temp_cstring(input.name),
  362. Format = dxgi_format_from_shader_input_format(input.format),
  363. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  364. InputSlotClass = .VERTEX_DATA,
  365. }
  366. }
  367. input_layout: ^d3d11.IInputLayout
  368. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  369. ps_blob: ^d3d11.IBlob
  370. ps_blob_errors: ^d3d11.IBlob
  371. ch(d3d_compiler.Compile(raw_data(shader_source), len(shader_source), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  372. if ps_blob_errors != nil {
  373. log.error("Failed compiling shader:")
  374. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  375. }
  376. pixel_shader: ^d3d11.IPixelShader
  377. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  378. d3d_shd.vertex_shader = vertex_shader
  379. d3d_shd.pixel_shader = pixel_shader
  380. d3d_shd.input_layout = input_layout
  381. h := hm.add(&s.shaders, d3d_shd)
  382. return h, desc
  383. },
  384. destroy_shader = proc(h: Shader_Handle) {
  385. shd := hm.get(&s.shaders, h)
  386. if shd == nil {
  387. log.error("Invalid shader %v", h)
  388. return
  389. }
  390. shd.input_layout->Release()
  391. shd.vertex_shader->Release()
  392. shd.pixel_shader->Release()
  393. for c in shd.constant_buffers {
  394. if c.gpu_data != nil {
  395. c.gpu_data->Release()
  396. }
  397. }
  398. delete(shd.constant_buffers, s.allocator)
  399. hm.remove(&s.shaders, h)
  400. },
  401. // end BACKEND_D3D11
  402. }
  403. s: ^D3D11_State
  404. D3D11_Shader_Constant_Buffer :: struct {
  405. gpu_data: ^d3d11.IBuffer,
  406. }
  407. D3D11_Shader :: struct {
  408. handle: Shader_Handle,
  409. vertex_shader: ^d3d11.IVertexShader,
  410. pixel_shader: ^d3d11.IPixelShader,
  411. input_layout: ^d3d11.IInputLayout,
  412. constant_buffers: []D3D11_Shader_Constant_Buffer,
  413. }
  414. D3D11_State :: struct {
  415. allocator: runtime.Allocator,
  416. width: int,
  417. height: int,
  418. swapchain: ^dxgi.ISwapChain1,
  419. framebuffer_view: ^d3d11.IRenderTargetView,
  420. depth_buffer_view: ^d3d11.IDepthStencilView,
  421. device_context: ^d3d11.IDeviceContext,
  422. depth_stencil_state: ^d3d11.IDepthStencilState,
  423. rasterizer_state: ^d3d11.IRasterizerState,
  424. device: ^d3d11.IDevice,
  425. depth_buffer: ^d3d11.ITexture2D,
  426. framebuffer: ^d3d11.ITexture2D,
  427. blend_state: ^d3d11.IBlendState,
  428. sampler_state: ^d3d11.ISamplerState,
  429. // 0 or 1
  430. odd_frame: bool,
  431. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  432. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  433. info_queue: ^d3d11.IInfoQueue,
  434. vertex_buffer_gpu: ^d3d11.IBuffer,
  435. vertex_buffer_offset: int,
  436. }
  437. Color_F32 :: [4]f32
  438. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  439. return {
  440. f32(color.r) / 255,
  441. f32(color.g) / 255,
  442. f32(color.b) / 255,
  443. f32(color.a) / 255,
  444. }
  445. }
  446. D3D11_Texture :: struct {
  447. handle: Texture_Handle,
  448. tex: ^d3d11.ITexture2D,
  449. view: ^d3d11.IShaderResourceView,
  450. }
  451. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  452. switch f {
  453. case .Unknown: return .UNKNOWN
  454. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  455. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  456. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  457. case .RGB32_Float: return .R32G32B32_FLOAT
  458. case .RG32_Float: return .R32G32_FLOAT
  459. case .R32_Float: return .R32_FLOAT
  460. }
  461. log.error("Unknown format")
  462. return .UNKNOWN
  463. }
  464. // CHeck win errors and print message log if there is any error
  465. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  466. if hr >= 0 {
  467. return hr
  468. }
  469. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  470. log_messages(loc)
  471. return hr
  472. }
  473. log_messages :: proc(loc := #caller_location) {
  474. iq := s.info_queue
  475. if iq == nil {
  476. return
  477. }
  478. n := iq->GetNumStoredMessages()
  479. longest_msg: d3d11.SIZE_T
  480. for i in 0..=n {
  481. msglen: d3d11.SIZE_T
  482. iq->GetMessage(i, nil, &msglen)
  483. if msglen > longest_msg {
  484. longest_msg = msglen
  485. }
  486. }
  487. if longest_msg > 0 {
  488. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  489. for i in 0..=n {
  490. msglen: d3d11.SIZE_T
  491. iq->GetMessage(i, nil, &msglen)
  492. if msglen > 0 {
  493. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  494. iq->GetMessage(i, msg, &msglen)
  495. log.error(msg.pDescription, location = loc)
  496. }
  497. }
  498. }
  499. iq->ClearStoredMessages()
  500. }