render_backend_d3d11.odin 19 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_INTERFACE_D3D11 :: Render_Backend_Interface {
  6. state_size = d3d11_state_size,
  7. init = d3d11_init,
  8. shutdown = d3d11_shutdown,
  9. clear = d3d11_clear,
  10. present = d3d11_present,
  11. draw = d3d11_draw,
  12. resize_swapchain = d3d11_resize_swapchain,
  13. get_swapchain_width = d3d11_get_swapchain_width,
  14. get_swapchain_height = d3d11_get_swapchain_height,
  15. flip_z = d3d11_flip_z,
  16. set_internal_state = d3d11_set_internal_state,
  17. create_texture = d3d11_create_texture,
  18. load_texture = d3d11_load_texture,
  19. update_texture = d3d11_update_texture,
  20. destroy_texture = d3d11_destroy_texture,
  21. load_shader = d3d11_load_shader,
  22. destroy_shader = d3d11_destroy_shader,
  23. default_shader_vertex_source = d3d11_default_shader_vertex_source,
  24. default_shader_fragment_source = d3d11_default_shader_fragment_source,
  25. }
  26. import d3d11 "vendor:directx/d3d11"
  27. import dxgi "vendor:directx/dxgi"
  28. import "vendor:directx/d3d_compiler"
  29. import "core:strings"
  30. import "core:log"
  31. import "core:slice"
  32. import "core:mem"
  33. import hm "handle_map"
  34. import "base:runtime"
  35. d3d11_state_size :: proc() -> int {
  36. return size_of(D3D11_State)
  37. }
  38. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  39. s = (^D3D11_State)(state)
  40. s.allocator = allocator
  41. s.window_handle = dxgi.HWND(window_handle)
  42. s.width = swapchain_width
  43. s.height = swapchain_height
  44. feature_levels := [?]d3d11.FEATURE_LEVEL{
  45. ._11_1,
  46. ._11_0,
  47. }
  48. base_device: ^d3d11.IDevice
  49. base_device_context: ^d3d11.IDeviceContext
  50. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  51. .BGRA_SUPPORT,
  52. }
  53. when ODIN_DEBUG {
  54. device_flags := base_device_flags + { .DEBUG }
  55. device_err := ch(d3d11.CreateDevice(
  56. nil,
  57. .HARDWARE,
  58. nil,
  59. device_flags,
  60. &feature_levels[0], len(feature_levels),
  61. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  62. if u32(device_err) == 0x887a002d {
  63. log.error("You're running in debug mode. So we are trying to create a debug D3D11 device. But you don't have DirectX SDK installed, so we can't enable debug layers. Creating a device without debug layers (you'll get no good D3D11 errors).")
  64. ch(d3d11.CreateDevice(
  65. nil,
  66. .HARDWARE,
  67. nil,
  68. base_device_flags,
  69. &feature_levels[0], len(feature_levels),
  70. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  71. } else {
  72. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  73. }
  74. } else {
  75. ch(d3d11.CreateDevice(
  76. nil,
  77. .HARDWARE,
  78. nil,
  79. base_device_flags,
  80. &feature_levels[0], len(feature_levels),
  81. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  82. }
  83. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  84. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  85. dxgi_device: ^dxgi.IDevice
  86. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  87. base_device->Release()
  88. base_device_context->Release()
  89. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  90. create_swapchain(swapchain_width, swapchain_height)
  91. rasterizer_desc := d3d11.RASTERIZER_DESC{
  92. FillMode = .SOLID,
  93. CullMode = .BACK,
  94. ScissorEnable = true,
  95. }
  96. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  97. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  98. DepthEnable = false,
  99. DepthWriteMask = .ALL,
  100. DepthFunc = .LESS,
  101. }
  102. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  103. vertex_buffer_desc := d3d11.BUFFER_DESC{
  104. ByteWidth = VERTEX_BUFFER_MAX,
  105. Usage = .DYNAMIC,
  106. BindFlags = {.VERTEX_BUFFER},
  107. CPUAccessFlags = {.WRITE},
  108. }
  109. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  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. sampler_desc := d3d11.SAMPLER_DESC{
  126. Filter = .MIN_MAG_MIP_POINT,
  127. AddressU = .WRAP,
  128. AddressV = .WRAP,
  129. AddressW = .WRAP,
  130. ComparisonFunc = .NEVER,
  131. }
  132. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  133. }
  134. d3d11_shutdown :: proc() {
  135. s.sampler_state->Release()
  136. s.framebuffer_view->Release()
  137. s.depth_buffer_view->Release()
  138. s.depth_buffer->Release()
  139. s.framebuffer->Release()
  140. s.device_context->Release()
  141. s.vertex_buffer_gpu->Release()
  142. s.depth_stencil_state->Release()
  143. s.rasterizer_state->Release()
  144. s.swapchain->Release()
  145. s.blend_state->Release()
  146. s.dxgi_adapter->Release()
  147. when ODIN_DEBUG {
  148. debug: ^d3d11.IDebug
  149. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  150. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  151. log_messages()
  152. }
  153. debug->Release()
  154. }
  155. s.device->Release()
  156. s.info_queue->Release()
  157. }
  158. d3d11_clear :: proc(color: Color) {
  159. c := f32_color_from_color(color)
  160. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  161. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  162. }
  163. d3d11_present :: proc() {
  164. ch(s.swapchain->Present(1, {}))
  165. }
  166. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  167. if len(vertex_buffer) == 0 {
  168. return
  169. }
  170. d3d_shd := hm.get(&s.shaders, shd.handle)
  171. if d3d_shd == nil {
  172. return
  173. }
  174. viewport := d3d11.VIEWPORT{
  175. 0, 0,
  176. f32(s.width), f32(s.height),
  177. 0, 1,
  178. }
  179. dc := s.device_context
  180. vb_data: d3d11.MAPPED_SUBRESOURCE
  181. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  182. {
  183. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  184. copy(
  185. gpu_map,
  186. vertex_buffer,
  187. )
  188. }
  189. dc->Unmap(s.vertex_buffer_gpu, 0)
  190. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  191. dc->IASetInputLayout(d3d_shd.input_layout)
  192. vertex_buffer_offset: u32
  193. vertex_buffer_stride := u32(shd.vertex_size)
  194. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  195. for mloc, builtin in shd.constant_builtin_locations {
  196. loc, loc_ok := mloc.?
  197. if !loc_ok {
  198. continue
  199. }
  200. switch builtin {
  201. case .MVP:
  202. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  203. dst^ = view_proj
  204. }
  205. }
  206. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  207. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  208. for cb_idx in 0..<len(shd.constant_buffers) {
  209. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  210. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  211. if gpu_data == nil {
  212. continue
  213. }
  214. cb_data: d3d11.MAPPED_SUBRESOURCE
  215. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  216. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  217. dc->Unmap(gpu_data, 0)
  218. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  219. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  220. }
  221. dc->RSSetViewports(1, &viewport)
  222. dc->RSSetState(s.rasterizer_state)
  223. scissor_rect := d3d11.RECT {
  224. right = i32(s.width),
  225. bottom = i32(s.height),
  226. }
  227. if sciss, sciss_ok := scissor.?; sciss_ok {
  228. scissor_rect = d3d11.RECT {
  229. left = i32(sciss.x),
  230. top = i32(sciss.y),
  231. right = i32(sciss.x + sciss.w),
  232. bottom = i32(sciss.y + sciss.h),
  233. }
  234. }
  235. dc->RSSetScissorRects(1, &scissor_rect)
  236. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  237. if t := hm.get(&s.textures, texture); t != nil {
  238. dc->PSSetShaderResources(0, 1, &t.view)
  239. }
  240. dc->PSSetSamplers(0, 1, &s.sampler_state)
  241. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  242. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  243. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  244. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  245. log_messages()
  246. }
  247. d3d11_resize_swapchain :: proc(w, h: int) {
  248. s.depth_buffer->Release()
  249. s.depth_buffer_view->Release()
  250. s.framebuffer->Release()
  251. s.framebuffer_view->Release()
  252. s.swapchain->Release()
  253. s.width = w
  254. s.height = h
  255. create_swapchain(w, h)
  256. }
  257. d3d11_get_swapchain_width :: proc() -> int {
  258. return s.width
  259. }
  260. d3d11_get_swapchain_height :: proc() -> int {
  261. return s.height
  262. }
  263. d3d11_flip_z :: proc() -> bool {
  264. return false
  265. }
  266. d3d11_set_internal_state :: proc(state: rawptr) {
  267. s = (^D3D11_State)(state)
  268. }
  269. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  270. texture_desc := d3d11.TEXTURE2D_DESC{
  271. Width = u32(width),
  272. Height = u32(height),
  273. MipLevels = 1,
  274. ArraySize = 1,
  275. // TODO: _SRGB or not?
  276. Format = dxgi_format_from_pixel_format(format),
  277. SampleDesc = {Count = 1},
  278. Usage = .DEFAULT,
  279. BindFlags = {.SHADER_RESOURCE},
  280. }
  281. texture: ^d3d11.ITexture2D
  282. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  283. texture_view: ^d3d11.IShaderResourceView
  284. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  285. tex := D3D11_Texture {
  286. tex = texture,
  287. format = format,
  288. view = texture_view,
  289. }
  290. return hm.add(&s.textures, tex)
  291. }
  292. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  293. texture_desc := d3d11.TEXTURE2D_DESC{
  294. Width = u32(width),
  295. Height = u32(height),
  296. MipLevels = 1,
  297. ArraySize = 1,
  298. // TODO: _SRGB or not?
  299. Format = dxgi_format_from_pixel_format(format),
  300. SampleDesc = {Count = 1},
  301. Usage = .DEFAULT,
  302. BindFlags = {.SHADER_RESOURCE},
  303. }
  304. texture_data := d3d11.SUBRESOURCE_DATA{
  305. pSysMem = raw_data(data),
  306. SysMemPitch = u32(width * pixel_format_size(format)),
  307. }
  308. texture: ^d3d11.ITexture2D
  309. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  310. texture_view: ^d3d11.IShaderResourceView
  311. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  312. tex := D3D11_Texture {
  313. tex = texture,
  314. format = format,
  315. view = texture_view,
  316. }
  317. return hm.add(&s.textures, tex)
  318. }
  319. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  320. tex := hm.get(&s.textures, th)
  321. if tex == nil {
  322. return false
  323. }
  324. box := d3d11.BOX {
  325. left = u32(rect.x),
  326. top = u32(rect.y),
  327. bottom = u32(rect.y + rect.h),
  328. right = u32(rect.x + rect.w),
  329. back = 1,
  330. front = 0,
  331. }
  332. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  333. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  334. return true
  335. }
  336. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  337. if t := hm.get(&s.textures, th); t != nil {
  338. t.tex->Release()
  339. t.view->Release()
  340. }
  341. hm.remove(&s.textures, th)
  342. }
  343. d3d11_load_shader :: proc(vs_source: string, ps_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  344. vs_blob: ^d3d11.IBlob
  345. vs_blob_errors: ^d3d11.IBlob
  346. ch(d3d_compiler.Compile(raw_data(vs_source), len(vs_source), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  347. if vs_blob_errors != nil {
  348. log.error("Failed compiling shader:")
  349. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  350. return
  351. }
  352. vertex_shader: ^d3d11.IVertexShader
  353. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  354. ref: ^d3d11.IShaderReflection
  355. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  356. d3d_shd: D3D11_Shader
  357. d3d_desc: d3d11.SHADER_DESC
  358. ch(ref->GetDesc(&d3d_desc))
  359. {
  360. desc.inputs = make([]Shader_Input, d3d_desc.InputParameters, desc_allocator)
  361. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  362. for in_idx in 0..<d3d_desc.InputParameters {
  363. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  364. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  365. log.errorf("Invalid shader input: %v", in_idx)
  366. continue
  367. }
  368. type: Shader_Input_Type
  369. if in_desc.SemanticIndex > 0 {
  370. log.errorf("Matrix shader input types not yet implemented")
  371. continue
  372. }
  373. switch in_desc.ComponentType {
  374. case .UNKNOWN: log.errorf("Unknown component type")
  375. case .UINT32: log.errorf("Not implemented")
  376. case .SINT32: log.errorf("Not implemented")
  377. case .FLOAT32:
  378. switch in_desc.Mask {
  379. case 0: log.errorf("Invalid input mask"); continue
  380. case 1: type = .F32
  381. case 3: type = .Vec2
  382. case 7: type = .Vec3
  383. case 15: type = .Vec4
  384. }
  385. }
  386. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  387. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  388. desc.inputs[in_idx] = {
  389. name = name,
  390. register = int(in_idx),
  391. format = format,
  392. type = type,
  393. }
  394. }
  395. }
  396. {
  397. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, d3d_desc.ConstantBuffers, desc_allocator)
  398. d3d_shd.constant_buffers = make([]D3D11_Shader_Constant_Buffer, d3d_desc.ConstantBuffers, s.allocator)
  399. for cb_idx in 0..<d3d_desc.ConstantBuffers {
  400. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  401. if cb_info == nil {
  402. continue
  403. }
  404. cb_desc: d3d11.SHADER_BUFFER_DESC
  405. cb_info->GetDesc(&cb_desc)
  406. if cb_desc.Size == 0 {
  407. continue
  408. }
  409. constant_buffer_desc := d3d11.BUFFER_DESC{
  410. ByteWidth = cb_desc.Size,
  411. Usage = .DYNAMIC,
  412. BindFlags = {.CONSTANT_BUFFER},
  413. CPUAccessFlags = {.WRITE},
  414. }
  415. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_shd.constant_buffers[cb_idx].gpu_data))
  416. variables := make([]Shader_Constant_Buffer_Variable_Desc, cb_desc.Variables, desc_allocator)
  417. desc.constant_buffers[cb_idx].variables = variables
  418. desc.constant_buffers[cb_idx].size = int(cb_desc.Size)
  419. for var_idx in 0..<cb_desc.Variables {
  420. var_info := cb_info->GetVariableByIndex(var_idx)
  421. if var_info == nil {
  422. continue
  423. }
  424. var_desc: d3d11.SHADER_VARIABLE_DESC
  425. var_info->GetDesc(&var_desc)
  426. if var_desc.Name != "" {
  427. variables[var_idx] = {
  428. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  429. loc = {
  430. buffer_idx = cb_idx,
  431. offset = var_desc.StartOffset,
  432. },
  433. }
  434. }
  435. }
  436. }
  437. }
  438. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  439. for idx in 0..<len(desc.inputs) {
  440. input := desc.inputs[idx]
  441. input_layout_desc[idx] = {
  442. SemanticName = frame_cstring(input.name),
  443. Format = dxgi_format_from_pixel_format(input.format),
  444. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  445. InputSlotClass = .VERTEX_DATA,
  446. }
  447. }
  448. input_layout: ^d3d11.IInputLayout
  449. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  450. ps_blob: ^d3d11.IBlob
  451. ps_blob_errors: ^d3d11.IBlob
  452. ch(d3d_compiler.Compile(raw_data(ps_source), len(ps_source), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  453. if ps_blob_errors != nil {
  454. log.error("Failed compiling shader:")
  455. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  456. }
  457. pixel_shader: ^d3d11.IPixelShader
  458. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  459. d3d_shd.vertex_shader = vertex_shader
  460. d3d_shd.pixel_shader = pixel_shader
  461. d3d_shd.input_layout = input_layout
  462. h := hm.add(&s.shaders, d3d_shd)
  463. return h, desc
  464. }
  465. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  466. shd := hm.get(&s.shaders, h)
  467. if shd == nil {
  468. log.error("Invalid shader %v", h)
  469. return
  470. }
  471. shd.input_layout->Release()
  472. shd.vertex_shader->Release()
  473. shd.pixel_shader->Release()
  474. for c in shd.constant_buffers {
  475. if c.gpu_data != nil {
  476. c.gpu_data->Release()
  477. }
  478. }
  479. delete(shd.constant_buffers, s.allocator)
  480. hm.remove(&s.shaders, h)
  481. }
  482. // API END
  483. s: ^D3D11_State
  484. D3D11_Shader_Constant_Buffer :: struct {
  485. gpu_data: ^d3d11.IBuffer,
  486. }
  487. D3D11_Shader :: struct {
  488. handle: Shader_Handle,
  489. vertex_shader: ^d3d11.IVertexShader,
  490. pixel_shader: ^d3d11.IPixelShader,
  491. input_layout: ^d3d11.IInputLayout,
  492. constant_buffers: []D3D11_Shader_Constant_Buffer,
  493. }
  494. D3D11_State :: struct {
  495. allocator: runtime.Allocator,
  496. window_handle: dxgi.HWND,
  497. width: int,
  498. height: int,
  499. dxgi_adapter: ^dxgi.IAdapter,
  500. swapchain: ^dxgi.ISwapChain1,
  501. framebuffer_view: ^d3d11.IRenderTargetView,
  502. depth_buffer_view: ^d3d11.IDepthStencilView,
  503. device_context: ^d3d11.IDeviceContext,
  504. depth_stencil_state: ^d3d11.IDepthStencilState,
  505. rasterizer_state: ^d3d11.IRasterizerState,
  506. device: ^d3d11.IDevice,
  507. depth_buffer: ^d3d11.ITexture2D,
  508. framebuffer: ^d3d11.ITexture2D,
  509. blend_state: ^d3d11.IBlendState,
  510. sampler_state: ^d3d11.ISamplerState,
  511. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  512. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  513. info_queue: ^d3d11.IInfoQueue,
  514. vertex_buffer_gpu: ^d3d11.IBuffer,
  515. }
  516. create_swapchain :: proc(w, h: int) {
  517. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  518. Width = u32(w),
  519. Height = u32(h),
  520. Format = .B8G8R8A8_UNORM,
  521. SampleDesc = {
  522. Count = 1,
  523. },
  524. BufferUsage = {.RENDER_TARGET_OUTPUT},
  525. BufferCount = 2,
  526. Scaling = .STRETCH,
  527. SwapEffect = .DISCARD,
  528. }
  529. dxgi_factory: ^dxgi.IFactory2
  530. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  531. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  532. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  533. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  534. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  535. s.framebuffer->GetDesc(&depth_buffer_desc)
  536. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  537. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  538. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  539. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  540. }
  541. D3D11_Texture :: struct {
  542. handle: Texture_Handle,
  543. tex: ^d3d11.ITexture2D,
  544. view: ^d3d11.IShaderResourceView,
  545. format: Pixel_Format,
  546. }
  547. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  548. switch f {
  549. case .Unknown: return .UNKNOWN
  550. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  551. case .RGB_32_Float: return .R32G32B32_FLOAT
  552. case .RG_32_Float: return .R32G32_FLOAT
  553. case .R_32_Float: return .R32_FLOAT
  554. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  555. case .RG_8_Norm: return .R8G8_UNORM
  556. case .R_8_Norm: return .R8_UNORM
  557. case .R_8_UInt: return .R8_UINT
  558. }
  559. log.error("Unknown format")
  560. return .UNKNOWN
  561. }
  562. // CHeck win errors and print message log if there is any error
  563. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  564. if hr >= 0 {
  565. return hr
  566. }
  567. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  568. log_messages(loc)
  569. return hr
  570. }
  571. log_messages :: proc(loc := #caller_location) {
  572. iq := s.info_queue
  573. if iq == nil {
  574. return
  575. }
  576. n := iq->GetNumStoredMessages()
  577. longest_msg: d3d11.SIZE_T
  578. for i in 0..=n {
  579. msglen: d3d11.SIZE_T
  580. iq->GetMessage(i, nil, &msglen)
  581. if msglen > longest_msg {
  582. longest_msg = msglen
  583. }
  584. }
  585. if longest_msg > 0 {
  586. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  587. for i in 0..=n {
  588. msglen: d3d11.SIZE_T
  589. iq->GetMessage(i, nil, &msglen)
  590. if msglen > 0 {
  591. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  592. iq->GetMessage(i, msg, &msglen)
  593. log.error(msg.pDescription, location = loc)
  594. }
  595. }
  596. }
  597. iq->ClearStoredMessages()
  598. }
  599. DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
  600. d3d11_default_shader_vertex_source :: proc() -> string {
  601. return string(DEFAULT_SHADER_SOURCE)
  602. }
  603. d3d11_default_shader_fragment_source :: proc() -> string {
  604. return string(DEFAULT_SHADER_SOURCE)
  605. }