backend_d3d11.odin 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994
  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 hm "handle_map"
  13. import "base:runtime"
  14. BACKEND_D3D11 :: Rendering_Backend {
  15. state_size = d3d11_state_size,
  16. init = d3d11_init,
  17. shutdown = d3d11_shutdown,
  18. clear = d3d11_clear,
  19. present = d3d11_present,
  20. draw_current_batch = d3d11_draw_current_batch,
  21. get_swapchain_width = d3d11_get_swapchain_width,
  22. get_swapchain_height = d3d11_get_swapchain_height,
  23. set_view_projection_matrix = d3d11_set_view_projection_matrix,
  24. set_internal_state = d3d11_set_internal_state,
  25. load_texture = d3d11_load_texture,
  26. destroy_texture = d3d11_destroy_texture,
  27. batch_vertex = d3d11_batch_vertex,
  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. 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. s.default_shader = _load_shader(string(shader_hlsl), {
  134. .RG32_Float,
  135. .RG32_Float,
  136. .RGBA8_Norm,
  137. })
  138. }
  139. d3d11_shutdown :: proc() {
  140. _destroy_shader(s.default_shader)
  141. s.sampler_state->Release()
  142. s.framebuffer_view->Release()
  143. s.depth_buffer_view->Release()
  144. s.depth_buffer->Release()
  145. s.framebuffer->Release()
  146. s.device_context->Release()
  147. s.vertex_buffer_gpu->Release()
  148. //s.constant_buffer->Release()
  149. s.depth_stencil_state->Release()
  150. s.rasterizer_state->Release()
  151. s.swapchain->Release()
  152. s.blend_state->Release()
  153. delete(s.vertex_buffer_cpu, s.allocator)
  154. when ODIN_DEBUG {
  155. debug: ^d3d11.IDebug
  156. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  157. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  158. log_messages()
  159. }
  160. debug->Release()
  161. }
  162. s.device->Release()
  163. s.info_queue->Release()
  164. }
  165. d3d11_set_internal_state :: proc(state: rawptr) {
  166. s = (^D3D11_State)(state)
  167. }
  168. d3d11_get_swapchain_width :: proc() -> int {
  169. return s.width
  170. }
  171. d3d11_get_swapchain_height :: proc() -> int {
  172. return s.height
  173. }
  174. d3d11_set_view_projection_matrix :: proc(m: Mat4) {
  175. s.view_proj = m
  176. }
  177. shader_hlsl :: #load("shader.hlsl")
  178. VERTEX_BUFFER_MAX :: 1000000
  179. TEXTURE_NONE :: Texture_Handle {}
  180. Shader_Constant_Buffer :: struct {
  181. gpu_data: ^d3d11.IBuffer,
  182. cpu_data: []u8,
  183. }
  184. Shader_Builtin_Constant :: enum {
  185. MVP,
  186. }
  187. Shader_Input_Type :: enum {
  188. F32,
  189. Vec2,
  190. Vec3,
  191. Vec4,
  192. }
  193. Shader_Input :: struct {
  194. name: string,
  195. register: int,
  196. type: Shader_Input_Type,
  197. format: Shader_Input_Format,
  198. }
  199. Shader_Default_Inputs :: enum {
  200. Position,
  201. UV,
  202. Color,
  203. }
  204. Shader :: struct {
  205. handle: Shader_Handle,
  206. vertex_shader: ^d3d11.IVertexShader,
  207. pixel_shader: ^d3d11.IPixelShader,
  208. input_layout: ^d3d11.IInputLayout,
  209. constant_buffers: []Shader_Constant_Buffer,
  210. constant_lookup: map[string]Shader_Constant_Location,
  211. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location),
  212. inputs: []Shader_Input,
  213. input_overrides: []Shader_Input_Value_Override,
  214. default_input_offsets: [Shader_Default_Inputs]int,
  215. vertex_size: int,
  216. }
  217. D3D11_State :: struct {
  218. allocator: runtime.Allocator,
  219. width: int,
  220. height: int,
  221. swapchain: ^dxgi.ISwapChain1,
  222. framebuffer_view: ^d3d11.IRenderTargetView,
  223. depth_buffer_view: ^d3d11.IDepthStencilView,
  224. device_context: ^d3d11.IDeviceContext,
  225. depth_stencil_state: ^d3d11.IDepthStencilState,
  226. rasterizer_state: ^d3d11.IRasterizerState,
  227. device: ^d3d11.IDevice,
  228. depth_buffer: ^d3d11.ITexture2D,
  229. framebuffer: ^d3d11.ITexture2D,
  230. blend_state: ^d3d11.IBlendState,
  231. sampler_state: ^d3d11.ISamplerState,
  232. default_shader: Shader_Handle,
  233. textures: hm.Handle_Map(_Texture, Texture_Handle, 1024*10),
  234. shaders: hm.Handle_Map(Shader, Shader_Handle, 1024*10),
  235. info_queue: ^d3d11.IInfoQueue,
  236. vertex_buffer_gpu: ^d3d11.IBuffer,
  237. vertex_buffer_cpu: []u8,
  238. vertex_buffer_cpu_used: int,
  239. vertex_buffer_offset: int,
  240. batch_shader: Shader_Handle,
  241. view_proj: Mat4,
  242. }
  243. Color_F32 :: [4]f32
  244. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  245. return {
  246. f32(color.r) / 255,
  247. f32(color.g) / 255,
  248. f32(color.b) / 255,
  249. f32(color.a) / 255,
  250. }
  251. }
  252. d3d11_clear :: proc(color: Color) {
  253. c := f32_color_from_color(color)
  254. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  255. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  256. }
  257. _Texture :: struct {
  258. handle: Texture_Handle,
  259. tex: ^d3d11.ITexture2D,
  260. view: ^d3d11.IShaderResourceView,
  261. }
  262. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  263. texture_desc := d3d11.TEXTURE2D_DESC{
  264. Width = u32(width),
  265. Height = u32(height),
  266. MipLevels = 1,
  267. ArraySize = 1,
  268. // TODO: _SRGB or not?
  269. Format = .R8G8B8A8_UNORM,
  270. SampleDesc = {Count = 1},
  271. Usage = .IMMUTABLE,
  272. BindFlags = {.SHADER_RESOURCE},
  273. }
  274. texture_data := d3d11.SUBRESOURCE_DATA{
  275. pSysMem = raw_data(data),
  276. SysMemPitch = u32(width * 4),
  277. }
  278. texture: ^d3d11.ITexture2D
  279. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  280. texture_view: ^d3d11.IShaderResourceView
  281. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  282. tex := _Texture {
  283. tex = texture,
  284. view = texture_view,
  285. }
  286. return hm.add(&s.textures, tex)
  287. }
  288. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  289. if t := hm.get(&s.textures, th); t != nil {
  290. t.tex->Release()
  291. t.view->Release()
  292. }
  293. hm.remove(&s.textures, th)
  294. }
  295. Shader_Input_Value_Override :: struct {
  296. val: [256]u8,
  297. used: int,
  298. }
  299. create_vertex_input_override :: proc(val: $T) -> Shader_Input_Value_Override {
  300. assert(size_of(T) < 256)
  301. res: Shader_Input_Value_Override
  302. ((^T)(raw_data(&res.val)))^ = val
  303. res.used = size_of(T)
  304. return res
  305. }
  306. set_vertex_input_override :: proc(shader: Shader_Handle, input_idx: int, override: Shader_Input_Value_Override) {
  307. shd := hm.get(&s.shaders, shader)
  308. if shd == nil {
  309. log.error("Valid shader")
  310. return
  311. }
  312. if input_idx < 0 || input_idx >= len(shd.input_overrides) {
  313. log.error("Override input idx out of bounds")
  314. return
  315. }
  316. shd.input_overrides[input_idx] = override
  317. }
  318. d3d11_batch_vertex :: proc(v: Vec2, uv: Vec2, color: Color) {
  319. v := v
  320. if s.vertex_buffer_cpu_used == len(s.vertex_buffer_cpu) {
  321. panic("Must dispatch here")
  322. }
  323. shd := hm.get(&s.shaders, s.batch_shader)
  324. if shd == nil {
  325. shd = hm.get(&s.shaders, s.default_shader)
  326. assert(shd != nil, "Failed fetching default shader")
  327. }
  328. base_offset := s.vertex_buffer_cpu_used
  329. pos_offset := shd.default_input_offsets[.Position]
  330. uv_offset := shd.default_input_offsets[.UV]
  331. color_offset := shd.default_input_offsets[.Color]
  332. if pos_offset != -1 {
  333. (^Vec2)(&s.vertex_buffer_cpu[base_offset + pos_offset])^ = v
  334. }
  335. if uv_offset != -1 {
  336. (^Vec2)(&s.vertex_buffer_cpu[base_offset + uv_offset])^ = uv
  337. }
  338. if color_offset != -1 {
  339. (^Color)(&s.vertex_buffer_cpu[base_offset + color_offset])^ = color
  340. }
  341. override_offset: int
  342. for &o, idx in shd.input_overrides {
  343. input := &shd.inputs[idx]
  344. sz := shader_input_format_size(input.format)
  345. if o.used != 0 {
  346. mem.copy(&s.vertex_buffer_cpu[base_offset + override_offset], raw_data(&o.val), o.used)
  347. }
  348. override_offset += sz
  349. }
  350. s.vertex_buffer_cpu_used += shd.vertex_size
  351. }
  352. _draw_circle :: proc(center: Vec2, radius: f32, color: Color) {
  353. }
  354. _draw_line :: proc(start: Vec2, end: Vec2, thickness: f32, color: Color) {
  355. }
  356. _get_default_shader :: proc() -> Shader_Handle {
  357. return s.default_shader
  358. }
  359. _draw_text :: proc(text: string, pos: Vec2, font_size: f32, color: Color) {
  360. }
  361. _mouse_button_pressed :: proc(button: Mouse_Button) -> bool {
  362. return false
  363. }
  364. _mouse_button_released :: proc(button: Mouse_Button) -> bool {
  365. return false
  366. }
  367. _mouse_button_held :: proc(button: Mouse_Button) -> bool {
  368. return false
  369. }
  370. _mouse_wheel_delta :: proc() -> f32 {
  371. return 0
  372. }
  373. _mouse_position :: proc() -> Vec2 {
  374. return {}
  375. }
  376. _enable_scissor :: proc(x, y, w, h: int) {
  377. }
  378. _disable_scissor :: proc() {
  379. }
  380. _screen_to_world :: proc(pos: Vec2, camera: Camera) -> Vec2 {
  381. return pos
  382. }
  383. Vec3 :: [3]f32
  384. vec3_from_vec2 :: proc(v: Vec2) -> Vec3 {
  385. return {
  386. v.x, v.y, 0,
  387. }
  388. }
  389. _set_scissor_rect :: proc(scissor_rect: Maybe(Rect)) {
  390. }
  391. _set_shader :: proc(shader: Shader_Handle) {
  392. if shader == s.batch_shader {
  393. return
  394. }
  395. d3d11_draw_current_batch()
  396. s.batch_shader = shader
  397. }
  398. _set_shader_constant :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: $T) {
  399. d3d11_draw_current_batch()
  400. shd := hm.get(&s.shaders, shader)
  401. if shd == nil {
  402. return
  403. }
  404. if int(loc.buffer_idx) >= len(shd.constant_buffers) {
  405. log.warnf("Constant buffer idx %v is out of bounds", loc.buffer_idx)
  406. return
  407. }
  408. b := &shd.constant_buffers[loc.buffer_idx]
  409. if int(loc.offset) + size_of(val) > len(b.cpu_data) {
  410. 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))
  411. return
  412. }
  413. dst := (^T)(&b.cpu_data[loc.offset])
  414. dst^ = val
  415. }
  416. _set_shader_constant_mat4 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: matrix[4,4]f32) {
  417. _set_shader_constant(shader, loc, val)
  418. }
  419. _set_shader_constant_f32 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: f32) {
  420. _set_shader_constant(shader, loc, val)
  421. }
  422. _set_shader_constant_vec2 :: proc(shader: Shader_Handle, loc: Shader_Constant_Location, val: Vec2) {
  423. _set_shader_constant(shader, loc, val)
  424. }
  425. d3d11_draw_current_batch :: proc() {
  426. if s.vertex_buffer_cpu_used == s.vertex_buffer_offset {
  427. return
  428. }
  429. viewport := d3d11.VIEWPORT{
  430. 0, 0,
  431. f32(s.width), f32(s.height),
  432. 0, 1,
  433. }
  434. dc := s.device_context
  435. vb_data: d3d11.MAPPED_SUBRESOURCE
  436. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  437. {
  438. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  439. copy(
  440. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_cpu_used],
  441. s.vertex_buffer_cpu[s.vertex_buffer_offset:s.vertex_buffer_cpu_used],
  442. )
  443. }
  444. dc->Unmap(s.vertex_buffer_gpu, 0)
  445. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  446. shd := hm.get(&s.shaders, s.batch_shader)
  447. if shd == nil {
  448. shd = hm.get(&s.shaders, s.default_shader)
  449. assert(shd != nil, "Failed fetching default shader")
  450. }
  451. dc->IASetInputLayout(shd.input_layout)
  452. vertex_buffer_offset := u32(0)
  453. vertex_buffer_stride := u32(shd.vertex_size)
  454. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  455. for mloc, builtin in shd.constant_builtin_locations {
  456. loc, loc_ok := mloc.?
  457. if !loc_ok {
  458. continue
  459. }
  460. switch builtin {
  461. case .MVP:
  462. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  463. dst^ = s.view_proj
  464. }
  465. }
  466. dc->VSSetShader(shd.vertex_shader, nil, 0)
  467. for &c, c_idx in shd.constant_buffers {
  468. if c.gpu_data == nil {
  469. continue
  470. }
  471. cb_data: d3d11.MAPPED_SUBRESOURCE
  472. ch(dc->Map(c.gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  473. mem.copy(cb_data.pData, raw_data(c.cpu_data), len(c.cpu_data))
  474. dc->Unmap(c.gpu_data, 0)
  475. dc->VSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  476. dc->PSSetConstantBuffers(u32(c_idx), 1, &c.gpu_data)
  477. }
  478. dc->RSSetViewports(1, &viewport)
  479. dc->RSSetState(s.rasterizer_state)
  480. dc->PSSetShader(shd.pixel_shader, nil, 0)
  481. if t := hm.get(&s.textures, batch_texture); t != nil {
  482. dc->PSSetShaderResources(0, 1, &t.view)
  483. }
  484. dc->PSSetSamplers(0, 1, &s.sampler_state)
  485. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  486. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  487. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  488. dc->Draw(u32((s.vertex_buffer_cpu_used - s.vertex_buffer_offset)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  489. s.vertex_buffer_offset = s.vertex_buffer_cpu_used
  490. log_messages()
  491. }
  492. make_default_projection :: proc(w, h: int) -> matrix[4,4]f32 {
  493. return linalg.matrix_ortho3d_f32(0, f32(w), f32(h), 0, 0.001, 2)
  494. }
  495. @(private="file")
  496. batch_texture: Texture_Handle
  497. _tmp_set_batch_texture :: proc(t: Texture_Handle) {
  498. batch_texture = t
  499. }
  500. d3d11_present :: proc() {
  501. d3d11_draw_current_batch()
  502. ch(s.swapchain->Present(1, {}))
  503. s.vertex_buffer_offset = 0
  504. s.vertex_buffer_cpu_used = 0
  505. }
  506. Shader_Constant_Location :: struct {
  507. buffer_idx: u32,
  508. offset: u32,
  509. }
  510. _load_shader :: proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader_Handle {
  511. vs_blob: ^d3d11.IBlob
  512. vs_blob_errors: ^d3d11.IBlob
  513. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  514. if vs_blob_errors != nil {
  515. log.error("Failed compiling shader:")
  516. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  517. }
  518. vertex_shader: ^d3d11.IVertexShader
  519. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  520. ref: ^d3d11.IShaderReflection
  521. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  522. constant_buffers: []Shader_Constant_Buffer
  523. constant_lookup: map[string]Shader_Constant_Location
  524. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  525. inputs: []Shader_Input
  526. {
  527. context.allocator = s.allocator
  528. d: d3d11.SHADER_DESC
  529. ch(ref->GetDesc(&d))
  530. inputs = make([]Shader_Input, d.InputParameters)
  531. for in_idx in 0..<d.InputParameters {
  532. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  533. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  534. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  535. continue
  536. }
  537. type: Shader_Input_Type
  538. if in_desc.SemanticIndex > 0 {
  539. log.errorf("Matrix shader input types not yet implemented")
  540. continue
  541. }
  542. switch in_desc.ComponentType {
  543. case .UNKNOWN: log.errorf("Unknown component type")
  544. case .UINT32: log.errorf("Not implemented")
  545. case .SINT32: log.errorf("Not implemented")
  546. case .FLOAT32:
  547. switch in_desc.Mask {
  548. case 0: log.errorf("Invalid input mask"); continue
  549. case 1: type = .F32
  550. case 3: type = .Vec2
  551. case 7: type = .Vec3
  552. case 15: type = .Vec4
  553. }
  554. }
  555. inputs[in_idx] = {
  556. name = strings.clone_from_cstring(in_desc.SemanticName),
  557. register = int(in_idx),
  558. type = type,
  559. }
  560. }
  561. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  562. for cb_idx in 0..<d.ConstantBuffers {
  563. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  564. if cb_info == nil {
  565. continue
  566. }
  567. cb_desc: d3d11.SHADER_BUFFER_DESC
  568. cb_info->GetDesc(&cb_desc)
  569. if cb_desc.Size == 0 {
  570. continue
  571. }
  572. b := &constant_buffers[cb_idx]
  573. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  574. constant_buffer_desc := d3d11.BUFFER_DESC{
  575. ByteWidth = cb_desc.Size,
  576. Usage = .DYNAMIC,
  577. BindFlags = {.CONSTANT_BUFFER},
  578. CPUAccessFlags = {.WRITE},
  579. }
  580. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &b.gpu_data))
  581. for var_idx in 0..<cb_desc.Variables {
  582. var_info := cb_info->GetVariableByIndex(var_idx)
  583. if var_info == nil {
  584. continue
  585. }
  586. var_desc: d3d11.SHADER_VARIABLE_DESC
  587. var_info->GetDesc(&var_desc)
  588. if var_desc.Name != "" {
  589. loc := Shader_Constant_Location {
  590. buffer_idx = cb_idx,
  591. offset = var_desc.StartOffset,
  592. }
  593. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  594. switch var_desc.Name {
  595. case "mvp":
  596. constant_builtin_locations[.MVP] = loc
  597. }
  598. }
  599. // TODO add the size or type somewhere so we set it correctly
  600. /*log.info(var_desc)
  601. type_info := var_info->GetType()
  602. type_info_desc: d3d11.SHADER_TYPE_DESC
  603. type_info->GetDesc(&type_info_desc)
  604. log.info(type_info_desc)*/
  605. }
  606. }
  607. }
  608. default_input_offsets: [Shader_Default_Inputs]int
  609. for &d in default_input_offsets {
  610. d = -1
  611. }
  612. input_offset: int
  613. if len(layout_formats) > 0 {
  614. if len(layout_formats) != len(inputs) {
  615. log.error("Passed number of layout formats isn't same as number of shader inputs")
  616. } else {
  617. for &i, idx in inputs {
  618. i.format = layout_formats[idx]
  619. if i.name == "POS" && i.type == .Vec2 {
  620. default_input_offsets[.Position] = input_offset
  621. } else if i.name == "UV" && i.type == .Vec2 {
  622. default_input_offsets[.UV] = input_offset
  623. } else if i.name == "COL" && i.type == .Vec4 {
  624. default_input_offsets[.Color] = input_offset
  625. }
  626. input_offset += shader_input_format_size(i.format)
  627. }
  628. }
  629. } else {
  630. for &i in inputs {
  631. if i.name == "POS" && i.type == .Vec2 {
  632. i.format = .RG32_Float
  633. default_input_offsets[.Position] = input_offset
  634. } else if i.name == "UV" && i.type == .Vec2 {
  635. i.format = .RG32_Float
  636. default_input_offsets[.UV] = input_offset
  637. } else if i.name == "COL" && i.type == .Vec4 {
  638. i.format = .RGBA8_Norm
  639. default_input_offsets[.Color] = input_offset
  640. } else {
  641. switch i.type {
  642. case .F32: i.format = .R32_Float
  643. case .Vec2: i.format = .RG32_Float
  644. case .Vec3: i.format = .RGBA32_Float
  645. case .Vec4: i.format = .RGBA32_Float
  646. }
  647. }
  648. input_offset += shader_input_format_size(i.format)
  649. }
  650. }
  651. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  652. for idx in 0..<len(inputs) {
  653. input := inputs[idx]
  654. input_layout_desc[idx] = {
  655. SemanticName = temp_cstring(input.name),
  656. Format = dxgi_format_from_shader_input_format(input.format),
  657. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  658. InputSlotClass = .VERTEX_DATA,
  659. }
  660. }
  661. input_layout: ^d3d11.IInputLayout
  662. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  663. ps_blob: ^d3d11.IBlob
  664. ps_blob_errors: ^d3d11.IBlob
  665. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  666. if ps_blob_errors != nil {
  667. log.error("Failed compiling shader:")
  668. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  669. }
  670. pixel_shader: ^d3d11.IPixelShader
  671. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  672. shd := Shader {
  673. vertex_shader = vertex_shader,
  674. pixel_shader = pixel_shader,
  675. input_layout = input_layout,
  676. constant_buffers = constant_buffers,
  677. constant_lookup = constant_lookup,
  678. constant_builtin_locations = constant_builtin_locations,
  679. inputs = inputs,
  680. input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
  681. default_input_offsets = default_input_offsets,
  682. vertex_size = input_offset,
  683. }
  684. h := hm.add(&s.shaders, shd)
  685. return h
  686. }
  687. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  688. switch f {
  689. case .Unknown: return .UNKNOWN
  690. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  691. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  692. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  693. case .RG32_Float: return .R32G32_FLOAT
  694. case .R32_Float: return .R32_FLOAT
  695. }
  696. log.error("Unknown format")
  697. return .UNKNOWN
  698. }
  699. shader_input_format_size :: proc(f: Shader_Input_Format) -> int {
  700. switch f {
  701. case .Unknown: return 0
  702. case .RGBA32_Float: return 32
  703. case .RGBA8_Norm: return 4
  704. case .RGBA8_Norm_SRGB: return 4
  705. case .RG32_Float: return 8
  706. case .R32_Float: return 4
  707. }
  708. return 0
  709. }
  710. _destroy_shader :: proc(shader: Shader_Handle) {
  711. if shd := hm.get(&s.shaders, shader); shd != nil {
  712. shd.input_layout->Release()
  713. shd.vertex_shader->Release()
  714. shd.pixel_shader->Release()
  715. for c in shd.constant_buffers {
  716. if c.gpu_data != nil {
  717. c.gpu_data->Release()
  718. }
  719. delete(c.cpu_data)
  720. }
  721. delete(shd.constant_buffers)
  722. for k,_ in shd.constant_lookup {
  723. delete(k)
  724. }
  725. delete(shd.constant_lookup)
  726. for i in shd.inputs {
  727. delete(i.name)
  728. }
  729. delete(shd.inputs)
  730. }
  731. hm.remove(&s.shaders, shader)
  732. }
  733. _get_shader_constant_location :: proc(shader: Shader_Handle, name: string) -> Shader_Constant_Location {
  734. shd := hm.get(&s.shaders, shader)
  735. if shd == nil {
  736. return {}
  737. }
  738. return shd.constant_lookup[name]
  739. }
  740. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  741. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  742. }
  743. // CHeck win errors and print message log if there is any error
  744. ch :: proc(hr: win32.HRESULT, loc := #caller_location) -> win32.HRESULT {
  745. if hr >= 0 {
  746. return hr
  747. }
  748. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  749. log_messages(loc)
  750. return hr
  751. }
  752. log_messages :: proc(loc := #caller_location) {
  753. iq := s.info_queue
  754. if iq == nil {
  755. return
  756. }
  757. n := iq->GetNumStoredMessages()
  758. longest_msg: d3d11.SIZE_T
  759. for i in 0..=n {
  760. msglen: d3d11.SIZE_T
  761. iq->GetMessage(i, nil, &msglen)
  762. if msglen > longest_msg {
  763. longest_msg = msglen
  764. }
  765. }
  766. if longest_msg > 0 {
  767. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  768. for i in 0..=n {
  769. msglen: d3d11.SIZE_T
  770. iq->GetMessage(i, nil, &msglen)
  771. if msglen > 0 {
  772. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  773. iq->GetMessage(i, msg, &msglen)
  774. log.error(msg.pDescription, location = loc)
  775. }
  776. }
  777. }
  778. iq->ClearStoredMessages()
  779. }