render_backend_d3d11.odin 26 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. set_texture_filter = d3d11_set_texture_filter,
  22. load_shader = d3d11_load_shader,
  23. destroy_shader = d3d11_destroy_shader,
  24. default_shader_vertex_source = d3d11_default_shader_vertex_source,
  25. default_shader_fragment_source = d3d11_default_shader_fragment_source,
  26. }
  27. import d3d11 "vendor:directx/d3d11"
  28. import dxgi "vendor:directx/dxgi"
  29. import "vendor:directx/d3d_compiler"
  30. import "core:strings"
  31. import "core:log"
  32. import "core:slice"
  33. import "core:mem"
  34. import hm "handle_map"
  35. import "base:runtime"
  36. d3d11_state_size :: proc() -> int {
  37. return size_of(D3D11_State)
  38. }
  39. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  40. s = (^D3D11_State)(state)
  41. s.allocator = allocator
  42. s.window_handle = dxgi.HWND(window_handle)
  43. s.width = swapchain_width
  44. s.height = swapchain_height
  45. feature_levels := [?]d3d11.FEATURE_LEVEL{
  46. ._11_1,
  47. ._11_0,
  48. }
  49. base_device: ^d3d11.IDevice
  50. base_device_context: ^d3d11.IDeviceContext
  51. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  52. .BGRA_SUPPORT,
  53. }
  54. when ODIN_DEBUG {
  55. device_flags := base_device_flags + { .DEBUG }
  56. device_err := ch(d3d11.CreateDevice(
  57. nil,
  58. .HARDWARE,
  59. nil,
  60. device_flags,
  61. &feature_levels[0], len(feature_levels),
  62. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  63. if u32(device_err) == 0x887a002d {
  64. 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).")
  65. ch(d3d11.CreateDevice(
  66. nil,
  67. .HARDWARE,
  68. nil,
  69. base_device_flags,
  70. &feature_levels[0], len(feature_levels),
  71. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  72. } else {
  73. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  74. }
  75. } else {
  76. ch(d3d11.CreateDevice(
  77. nil,
  78. .HARDWARE,
  79. nil,
  80. base_device_flags,
  81. &feature_levels[0], len(feature_levels),
  82. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  83. }
  84. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  85. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  86. dxgi_device: ^dxgi.IDevice
  87. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  88. base_device->Release()
  89. base_device_context->Release()
  90. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  91. create_swapchain(swapchain_width, swapchain_height)
  92. rasterizer_desc := d3d11.RASTERIZER_DESC{
  93. FillMode = .SOLID,
  94. CullMode = .BACK,
  95. ScissorEnable = true,
  96. }
  97. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  98. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  99. DepthEnable = true,
  100. DepthWriteMask = .ALL,
  101. DepthFunc = .LESS,
  102. }
  103. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  104. vertex_buffer_desc := d3d11.BUFFER_DESC{
  105. ByteWidth = VERTEX_BUFFER_MAX,
  106. Usage = .DYNAMIC,
  107. BindFlags = {.VERTEX_BUFFER},
  108. CPUAccessFlags = {.WRITE},
  109. }
  110. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  111. blend_desc := d3d11.BLEND_DESC {
  112. RenderTarget = {
  113. 0 = {
  114. BlendEnable = true,
  115. SrcBlend = .SRC_ALPHA,
  116. DestBlend = .INV_SRC_ALPHA,
  117. BlendOp = .ADD,
  118. SrcBlendAlpha = .ONE,
  119. DestBlendAlpha = .ZERO,
  120. BlendOpAlpha = .ADD,
  121. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  122. },
  123. },
  124. }
  125. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  126. }
  127. d3d11_shutdown :: proc() {
  128. s.framebuffer_view->Release()
  129. s.depth_buffer_view->Release()
  130. s.depth_buffer->Release()
  131. s.framebuffer->Release()
  132. s.device_context->Release()
  133. s.vertex_buffer_gpu->Release()
  134. s.depth_stencil_state->Release()
  135. s.rasterizer_state->Release()
  136. s.swapchain->Release()
  137. s.blend_state->Release()
  138. s.dxgi_adapter->Release()
  139. when ODIN_DEBUG {
  140. debug: ^d3d11.IDebug
  141. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  142. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  143. log_messages()
  144. }
  145. debug->Release()
  146. }
  147. s.device->Release()
  148. s.info_queue->Release()
  149. }
  150. d3d11_clear :: proc(color: Color) {
  151. c := f32_color_from_color(color)
  152. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  153. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  154. }
  155. d3d11_present :: proc() {
  156. ch(s.swapchain->Present(1, {}))
  157. }
  158. d3d11_draw :: proc(
  159. shd: Shader,
  160. bound_textures: []Texture_Handle,
  161. scissor: Maybe(Rect),
  162. vertex_buffer: []u8,
  163. ) {
  164. if len(vertex_buffer) == 0 {
  165. return
  166. }
  167. d3d_shd := hm.get(&s.shaders, shd.handle)
  168. if d3d_shd == nil {
  169. return
  170. }
  171. dc := s.device_context
  172. vb_data: d3d11.MAPPED_SUBRESOURCE
  173. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  174. {
  175. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  176. copy(
  177. gpu_map,
  178. vertex_buffer,
  179. )
  180. }
  181. dc->Unmap(s.vertex_buffer_gpu, 0)
  182. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  183. dc->IASetInputLayout(d3d_shd.input_layout)
  184. vertex_buffer_offset: u32
  185. vertex_buffer_stride := u32(shd.vertex_size)
  186. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  187. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  188. assert(len(shd.constants) == len(d3d_shd.constants))
  189. maps := make([]rawptr, len(d3d_shd.constant_buffers), frame_allocator)
  190. cpu_data := shd.constants_data
  191. for cidx in 0..<len(shd.constants) {
  192. cpu_loc := shd.constants[cidx]
  193. gpu_loc := d3d_shd.constants[cidx]//cpu_loc.gpu_constant_idx]
  194. gpu_buffer_info := d3d_shd.constant_buffers[gpu_loc.buffer_idx]
  195. gpu_data := gpu_buffer_info.gpu_data
  196. if gpu_data == nil {
  197. continue
  198. }
  199. if maps[gpu_loc.buffer_idx] == nil {
  200. // We do this little dance with the 'maps' array so we only have to map the memory once.
  201. // There can be multiple constants within a single constant buffer. So mapping and
  202. // unmapping for each one is slow.
  203. map_data: d3d11.MAPPED_SUBRESOURCE
  204. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &map_data))
  205. maps[gpu_loc.buffer_idx] = map_data.pData
  206. }
  207. data_slice := slice.bytes_from_ptr(maps[gpu_loc.buffer_idx], gpu_buffer_info.size)
  208. dst := data_slice[gpu_loc.offset:gpu_loc.offset+u32(cpu_loc.size)]
  209. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  210. copy(dst, src)
  211. }
  212. for &cb, cb_idx in d3d_shd.constant_buffers {
  213. if .Vertex in cb.bound_shaders {
  214. dc->VSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  215. }
  216. if .Pixel in cb.bound_shaders {
  217. dc->PSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  218. }
  219. if maps[cb_idx] != nil {
  220. dc->Unmap(cb.gpu_data, 0)
  221. maps[cb_idx] = nil
  222. }
  223. }
  224. viewport := d3d11.VIEWPORT{
  225. 0, 0,
  226. f32(s.width), f32(s.height),
  227. 0, 1,
  228. }
  229. dc->RSSetViewports(1, &viewport)
  230. dc->RSSetState(s.rasterizer_state)
  231. scissor_rect := d3d11.RECT {
  232. right = i32(s.width),
  233. bottom = i32(s.height),
  234. }
  235. if sciss, sciss_ok := scissor.?; sciss_ok {
  236. scissor_rect = d3d11.RECT {
  237. left = i32(sciss.x),
  238. top = i32(sciss.y),
  239. right = i32(sciss.x + sciss.w),
  240. bottom = i32(sciss.y + sciss.h),
  241. }
  242. }
  243. dc->RSSetScissorRects(1, &scissor_rect)
  244. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  245. if len(bound_textures) == len(d3d_shd.texture_bindings) {
  246. for t, t_idx in bound_textures {
  247. d3d_t := d3d_shd.texture_bindings[t_idx]
  248. if t := hm.get(&s.textures, t); t != nil {
  249. dc->PSSetShaderResources(d3d_t.bind_point, 1, &t.view)
  250. dc->PSSetSamplers(d3d_t.sampler_bind_point, 1, &t.sampler)
  251. }
  252. }
  253. }
  254. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  255. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  256. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  257. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  258. log_messages()
  259. }
  260. d3d11_resize_swapchain :: proc(w, h: int) {
  261. s.depth_buffer->Release()
  262. s.depth_buffer_view->Release()
  263. s.framebuffer->Release()
  264. s.framebuffer_view->Release()
  265. s.swapchain->Release()
  266. s.width = w
  267. s.height = h
  268. create_swapchain(w, h)
  269. }
  270. d3d11_get_swapchain_width :: proc() -> int {
  271. return s.width
  272. }
  273. d3d11_get_swapchain_height :: proc() -> int {
  274. return s.height
  275. }
  276. d3d11_flip_z :: proc() -> bool {
  277. return true
  278. }
  279. d3d11_set_internal_state :: proc(state: rawptr) {
  280. s = (^D3D11_State)(state)
  281. }
  282. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  283. texture_desc := d3d11.TEXTURE2D_DESC{
  284. Width = u32(width),
  285. Height = u32(height),
  286. MipLevels = 1,
  287. ArraySize = 1,
  288. // TODO: _SRGB or not?
  289. Format = dxgi_format_from_pixel_format(format),
  290. SampleDesc = {Count = 1},
  291. Usage = .DEFAULT,
  292. BindFlags = {.SHADER_RESOURCE},
  293. }
  294. texture: ^d3d11.ITexture2D
  295. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  296. texture_view: ^d3d11.IShaderResourceView
  297. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  298. tex := D3D11_Texture {
  299. tex = texture,
  300. format = format,
  301. view = texture_view,
  302. sampler = create_sampler(.MIN_MAG_MIP_POINT),
  303. }
  304. return hm.add(&s.textures, tex)
  305. }
  306. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  307. texture_desc := d3d11.TEXTURE2D_DESC{
  308. Width = u32(width),
  309. Height = u32(height),
  310. MipLevels = 1,
  311. ArraySize = 1,
  312. // TODO: _SRGB or not?
  313. Format = dxgi_format_from_pixel_format(format),
  314. SampleDesc = {Count = 1},
  315. Usage = .DEFAULT,
  316. BindFlags = {.SHADER_RESOURCE},
  317. }
  318. texture_data := d3d11.SUBRESOURCE_DATA{
  319. pSysMem = raw_data(data),
  320. SysMemPitch = u32(width * pixel_format_size(format)),
  321. }
  322. texture: ^d3d11.ITexture2D
  323. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  324. texture_view: ^d3d11.IShaderResourceView
  325. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  326. tex := D3D11_Texture {
  327. tex = texture,
  328. format = format,
  329. view = texture_view,
  330. sampler = create_sampler(.MIN_MAG_MIP_POINT),
  331. }
  332. return hm.add(&s.textures, tex)
  333. }
  334. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  335. tex := hm.get(&s.textures, th)
  336. if tex == nil {
  337. return false
  338. }
  339. box := d3d11.BOX {
  340. left = u32(rect.x),
  341. top = u32(rect.y),
  342. bottom = u32(rect.y + rect.h),
  343. right = u32(rect.x + rect.w),
  344. back = 1,
  345. front = 0,
  346. }
  347. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  348. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  349. return true
  350. }
  351. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  352. if t := hm.get(&s.textures, th); t != nil {
  353. t.tex->Release()
  354. t.view->Release()
  355. if t.sampler != nil {
  356. t.sampler->Release()
  357. }
  358. }
  359. hm.remove(&s.textures, th)
  360. }
  361. d3d11_set_texture_filter :: proc(
  362. th: Texture_Handle,
  363. scale_down_filter: Texture_Filter,
  364. scale_up_filter: Texture_Filter,
  365. mip_filter: Texture_Filter,
  366. ) {
  367. t := hm.get(&s.textures, th)
  368. if t == nil {
  369. log.error("Trying to set texture filter for invalid texture %v", th)
  370. return
  371. }
  372. d := scale_down_filter
  373. u := scale_up_filter
  374. m := mip_filter
  375. f: d3d11.FILTER
  376. if d == .Point && u == .Point && m == .Point {
  377. f = .MIN_MAG_MIP_POINT
  378. } else if d == .Point && u == .Point && m == .Linear {
  379. f = .MIN_MAG_POINT_MIP_LINEAR
  380. } else if d == .Point && u == .Linear && m == .Linear {
  381. f = .MIN_POINT_MAG_MIP_LINEAR
  382. } else if d == .Linear && u == .Linear && m == .Linear {
  383. f = .MIN_MAG_MIP_LINEAR
  384. } else if d == .Linear && u == .Linear && m == .Point {
  385. f = .MIN_MAG_LINEAR_MIP_POINT
  386. } else if d == .Linear && u == .Point && m == .Point {
  387. f = .MIN_LINEAR_MAG_MIP_POINT
  388. } else if d == .Linear && u == .Point && m == .Linear {
  389. f = .MIN_LINEAR_MAG_POINT_MIP_LINEAR
  390. } else if d == .Point && u == .Linear && m == .Point {
  391. f = .MIN_POINT_MAG_LINEAR_MIP_POINT
  392. }
  393. if t.sampler != nil {
  394. t.sampler->Release()
  395. }
  396. t.sampler = create_sampler(f)
  397. }
  398. create_sampler :: proc(filter: d3d11.FILTER) -> ^d3d11.ISamplerState {
  399. sampler_desc := d3d11.SAMPLER_DESC{
  400. Filter = filter,
  401. AddressU = .WRAP,
  402. AddressV = .WRAP,
  403. AddressW = .WRAP,
  404. ComparisonFunc = .NEVER,
  405. }
  406. smp: ^d3d11.ISamplerState
  407. ch(s.device->CreateSamplerState(&sampler_desc, &smp))
  408. return smp
  409. }
  410. d3d11_load_shader :: proc(
  411. vs_source: string,
  412. ps_source: string,
  413. desc_allocator := frame_allocator,
  414. layout_formats: []Pixel_Format = {},
  415. ) -> (
  416. handle: Shader_Handle,
  417. desc: Shader_Desc,
  418. ) {
  419. vs_blob: ^d3d11.IBlob
  420. vs_blob_errors: ^d3d11.IBlob
  421. 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))
  422. if vs_blob_errors != nil {
  423. log.error("Failed compiling shader:")
  424. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  425. return
  426. }
  427. // VERTEX SHADER
  428. vertex_shader: ^d3d11.IVertexShader
  429. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  430. vs_ref: ^d3d11.IShaderReflection
  431. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&vs_ref)))
  432. vs_desc: d3d11.SHADER_DESC
  433. ch(vs_ref->GetDesc(&vs_desc))
  434. {
  435. desc.inputs = make([]Shader_Input, vs_desc.InputParameters, desc_allocator)
  436. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  437. for in_idx in 0..<vs_desc.InputParameters {
  438. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  439. if ch(vs_ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  440. log.errorf("Invalid shader input: %v", in_idx)
  441. continue
  442. }
  443. type: Shader_Input_Type
  444. if in_desc.SemanticIndex > 0 {
  445. log.errorf("Matrix shader input types not yet implemented")
  446. continue
  447. }
  448. switch in_desc.ComponentType {
  449. case .UNKNOWN: log.errorf("Unknown component type")
  450. case .UINT32: log.errorf("Not implemented")
  451. case .SINT32: log.errorf("Not implemented")
  452. case .FLOAT32:
  453. switch in_desc.Mask {
  454. case 0: log.errorf("Invalid input mask"); continue
  455. case 1: type = .F32
  456. case 3: type = .Vec2
  457. case 7: type = .Vec3
  458. case 15: type = .Vec4
  459. }
  460. }
  461. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  462. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  463. desc.inputs[in_idx] = {
  464. name = name,
  465. register = int(in_idx),
  466. format = format,
  467. type = type,
  468. }
  469. }
  470. }
  471. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  472. d3d_constants := make([dynamic]D3D11_Shader_Constant, s.allocator)
  473. d3d_constant_buffers := make([dynamic]D3D11_Shader_Constant_Buffer, s.allocator)
  474. d3d_texture_bindings := make([dynamic]D3D11_Texture_Binding, s.allocator)
  475. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  476. reflect_shader_constants(
  477. vs_desc,
  478. vs_ref,
  479. &constant_descs,
  480. &d3d_constants,
  481. &d3d_constant_buffers,
  482. &d3d_texture_bindings,
  483. &texture_bindpoint_descs,
  484. desc_allocator,
  485. .Vertex,
  486. )
  487. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  488. for idx in 0..<len(desc.inputs) {
  489. input := desc.inputs[idx]
  490. input_layout_desc[idx] = {
  491. SemanticName = frame_cstring(input.name),
  492. Format = dxgi_format_from_pixel_format(input.format),
  493. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  494. InputSlotClass = .VERTEX_DATA,
  495. }
  496. }
  497. input_layout: ^d3d11.IInputLayout
  498. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  499. // PIXEL SHADER
  500. ps_blob: ^d3d11.IBlob
  501. ps_blob_errors: ^d3d11.IBlob
  502. 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))
  503. if ps_blob_errors != nil {
  504. log.error("Failed compiling shader:")
  505. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  506. return
  507. }
  508. pixel_shader: ^d3d11.IPixelShader
  509. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  510. ps_ref: ^d3d11.IShaderReflection
  511. ch(d3d_compiler.Reflect(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ps_ref)))
  512. ps_desc: d3d11.SHADER_DESC
  513. ch(ps_ref->GetDesc(&ps_desc))
  514. reflect_shader_constants(
  515. ps_desc,
  516. ps_ref,
  517. &constant_descs,
  518. &d3d_constants,
  519. &d3d_constant_buffers,
  520. &d3d_texture_bindings,
  521. &texture_bindpoint_descs,
  522. desc_allocator,
  523. .Pixel,
  524. )
  525. // ----
  526. desc.constants = constant_descs[:]
  527. desc.texture_bindpoints = texture_bindpoint_descs[:]
  528. d3d_shd := D3D11_Shader {
  529. constants = d3d_constants[:],
  530. constant_buffers = d3d_constant_buffers[:],
  531. vertex_shader = vertex_shader,
  532. pixel_shader = pixel_shader,
  533. input_layout = input_layout,
  534. texture_bindings = d3d_texture_bindings[:],
  535. }
  536. h := hm.add(&s.shaders, d3d_shd)
  537. return h, desc
  538. }
  539. D3D11_Shader_Type :: enum {
  540. Vertex,
  541. Pixel,
  542. }
  543. reflect_shader_constants :: proc(
  544. d3d_desc: d3d11.SHADER_DESC,
  545. ref: ^d3d11.IShaderReflection,
  546. constant_descs: ^[dynamic]Shader_Constant_Desc,
  547. d3d_constants: ^[dynamic]D3D11_Shader_Constant,
  548. d3d_constant_buffers: ^[dynamic]D3D11_Shader_Constant_Buffer,
  549. d3d_texture_bindings: ^[dynamic]D3D11_Texture_Binding,
  550. texture_bindpoint_descs: ^[dynamic]Shader_Texture_Bindpoint_Desc,
  551. desc_allocator: runtime.Allocator,
  552. shader_type: D3D11_Shader_Type,
  553. ) {
  554. found_sampler_bindpoints := make([dynamic]u32, frame_allocator)
  555. for br_idx in 0..<d3d_desc.BoundResources {
  556. bind_desc: d3d11.SHADER_INPUT_BIND_DESC
  557. ref->GetResourceBindingDesc(br_idx, &bind_desc)
  558. #partial switch bind_desc.Type {
  559. case .SAMPLER:
  560. append(&found_sampler_bindpoints, bind_desc.BindPoint)
  561. case .TEXTURE:
  562. append(d3d_texture_bindings, D3D11_Texture_Binding {
  563. bind_point = bind_desc.BindPoint,
  564. })
  565. append(texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  566. name = strings.clone_from_cstring(bind_desc.Name, desc_allocator),
  567. })
  568. case .CBUFFER:
  569. cb_info := ref->GetConstantBufferByName(bind_desc.Name)
  570. if cb_info == nil {
  571. continue
  572. }
  573. cb_desc: d3d11.SHADER_BUFFER_DESC
  574. cb_info->GetDesc(&cb_desc)
  575. if cb_desc.Size == 0 {
  576. continue
  577. }
  578. constant_buffer_desc := d3d11.BUFFER_DESC{
  579. ByteWidth = cb_desc.Size,
  580. Usage = .DYNAMIC,
  581. BindFlags = {.CONSTANT_BUFFER},
  582. CPUAccessFlags = {.WRITE},
  583. }
  584. buffer_idx := -1
  585. for &existing, existing_idx in d3d_constant_buffers {
  586. if existing.bind_point == bind_desc.BindPoint {
  587. existing.bound_shaders += {shader_type}
  588. buffer_idx = existing_idx
  589. break
  590. }
  591. }
  592. if buffer_idx == -1 {
  593. buffer_idx = len(d3d_constant_buffers)
  594. buf := D3D11_Shader_Constant_Buffer {
  595. bound_shaders = {shader_type},
  596. }
  597. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &buf.gpu_data))
  598. buf.size = int(cb_desc.Size)
  599. buf.bind_point = bind_desc.BindPoint
  600. append(d3d_constant_buffers, buf)
  601. }
  602. for var_idx in 0..<cb_desc.Variables {
  603. var_info := cb_info->GetVariableByIndex(var_idx)
  604. if var_info == nil {
  605. continue
  606. }
  607. var_desc: d3d11.SHADER_VARIABLE_DESC
  608. var_info->GetDesc(&var_desc)
  609. if var_desc.Name != "" {
  610. append(constant_descs, Shader_Constant_Desc {
  611. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  612. size = int(var_desc.Size),
  613. })
  614. append(d3d_constants, D3D11_Shader_Constant {
  615. buffer_idx = u32(buffer_idx),
  616. offset = var_desc.StartOffset,
  617. })
  618. }
  619. }
  620. case:
  621. log.errorf("Type is %v", bind_desc.Type)
  622. }
  623. }
  624. // Make sure each texture has a sampler. In GL samplers are associated with textures. In D3D11
  625. // several textures can use a single sampler. We don't want this as we want to be able to
  626. // configure filters etc on a per-texture level. Since two textures can arrive at a draw call
  627. // with different filters set, if they use the same sampler, then it will be impossible to set
  628. // that filtering up.
  629. for t, t_idx in d3d_texture_bindings {
  630. found := false
  631. for sampler_bindpoint in found_sampler_bindpoints {
  632. if t.bind_point == sampler_bindpoint {
  633. found = true
  634. break
  635. }
  636. }
  637. if !found {
  638. log.errorf(
  639. "Texture %v at bindpoint %v does not have a dedicated sampler at " +
  640. "the sampler register with the same bindpoint number. This is required to " +
  641. "in order to make D3D11 behave the same way as OpenGL etc",
  642. texture_bindpoint_descs[t_idx].name,
  643. t.bind_point,
  644. )
  645. }
  646. }
  647. }
  648. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  649. shd := hm.get(&s.shaders, h)
  650. if shd == nil {
  651. log.errorf("Invalid shader: %v", h)
  652. return
  653. }
  654. shd.input_layout->Release()
  655. shd.vertex_shader->Release()
  656. shd.pixel_shader->Release()
  657. for c in shd.constant_buffers {
  658. if c.gpu_data != nil {
  659. c.gpu_data->Release()
  660. }
  661. }
  662. delete(shd.texture_bindings, s.allocator)
  663. delete(shd.constants, s.allocator)
  664. delete(shd.constant_buffers, s.allocator)
  665. hm.remove(&s.shaders, h)
  666. }
  667. // API END
  668. s: ^D3D11_State
  669. D3D11_Shader_Constant_Buffer :: struct {
  670. gpu_data: ^d3d11.IBuffer,
  671. size: int,
  672. bound_shaders: bit_set[D3D11_Shader_Type],
  673. bind_point: u32,
  674. }
  675. D3D11_Texture_Binding :: struct {
  676. bind_point: u32,
  677. sampler_bind_point: u32,
  678. }
  679. D3D11_Shader_Constant :: struct {
  680. buffer_idx: u32,
  681. offset: u32,
  682. }
  683. D3D11_Shader :: struct {
  684. handle: Shader_Handle,
  685. vertex_shader: ^d3d11.IVertexShader,
  686. pixel_shader: ^d3d11.IPixelShader,
  687. input_layout: ^d3d11.IInputLayout,
  688. constant_buffers: []D3D11_Shader_Constant_Buffer,
  689. constants: []D3D11_Shader_Constant,
  690. texture_bindings: []D3D11_Texture_Binding,
  691. }
  692. D3D11_State :: struct {
  693. allocator: runtime.Allocator,
  694. window_handle: dxgi.HWND,
  695. width: int,
  696. height: int,
  697. dxgi_adapter: ^dxgi.IAdapter,
  698. swapchain: ^dxgi.ISwapChain1,
  699. framebuffer_view: ^d3d11.IRenderTargetView,
  700. depth_buffer_view: ^d3d11.IDepthStencilView,
  701. device_context: ^d3d11.IDeviceContext,
  702. depth_stencil_state: ^d3d11.IDepthStencilState,
  703. rasterizer_state: ^d3d11.IRasterizerState,
  704. device: ^d3d11.IDevice,
  705. depth_buffer: ^d3d11.ITexture2D,
  706. framebuffer: ^d3d11.ITexture2D,
  707. blend_state: ^d3d11.IBlendState,
  708. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  709. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  710. info_queue: ^d3d11.IInfoQueue,
  711. vertex_buffer_gpu: ^d3d11.IBuffer,
  712. all_samplers: map[^d3d11.ISamplerState]struct{},
  713. }
  714. create_swapchain :: proc(w, h: int) {
  715. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  716. Width = u32(w),
  717. Height = u32(h),
  718. Format = .B8G8R8A8_UNORM,
  719. SampleDesc = {
  720. Count = 1,
  721. },
  722. BufferUsage = {.RENDER_TARGET_OUTPUT},
  723. BufferCount = 2,
  724. Scaling = .STRETCH,
  725. SwapEffect = .DISCARD,
  726. }
  727. dxgi_factory: ^dxgi.IFactory2
  728. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  729. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  730. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  731. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  732. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  733. s.framebuffer->GetDesc(&depth_buffer_desc)
  734. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  735. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  736. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  737. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  738. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  739. }
  740. D3D11_Texture :: struct {
  741. handle: Texture_Handle,
  742. tex: ^d3d11.ITexture2D,
  743. view: ^d3d11.IShaderResourceView,
  744. format: Pixel_Format,
  745. // It may seem strange that we have a sampler here. But samplers are reused if you recreate them
  746. // with the same options. D3D11 will return the same object. So each time we set the filter
  747. // mode or the UV wrapping settings, then we just ask D3D11 for the sampler state for those
  748. // settings.
  749. //
  750. // Moreover, in order to make D3D11 behave a bit like GL (or rather, to make them behave more
  751. // similarly), we require that each texture in the HLSL shaders have a dedicated sampler.
  752. sampler: ^d3d11.ISamplerState,
  753. }
  754. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  755. switch f {
  756. case .Unknown: return .UNKNOWN
  757. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  758. case .RGB_32_Float: return .R32G32B32_FLOAT
  759. case .RG_32_Float: return .R32G32_FLOAT
  760. case .R_32_Float: return .R32_FLOAT
  761. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  762. case .RG_8_Norm: return .R8G8_UNORM
  763. case .R_8_Norm: return .R8_UNORM
  764. case .R_8_UInt: return .R8_UINT
  765. }
  766. log.error("Unknown format")
  767. return .UNKNOWN
  768. }
  769. // CHeck win errors and print message log if there is any error
  770. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  771. if hr >= 0 {
  772. return hr
  773. }
  774. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  775. log_messages(loc)
  776. return hr
  777. }
  778. log_messages :: proc(loc := #caller_location) {
  779. iq := s.info_queue
  780. if iq == nil {
  781. return
  782. }
  783. n := iq->GetNumStoredMessages()
  784. longest_msg: d3d11.SIZE_T
  785. for i in 0..=n {
  786. msglen: d3d11.SIZE_T
  787. iq->GetMessage(i, nil, &msglen)
  788. if msglen > longest_msg {
  789. longest_msg = msglen
  790. }
  791. }
  792. if longest_msg > 0 {
  793. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  794. for i in 0..=n {
  795. msglen: d3d11.SIZE_T
  796. iq->GetMessage(i, nil, &msglen)
  797. if msglen > 0 {
  798. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  799. iq->GetMessage(i, msg, &msglen)
  800. log.error(msg.pDescription, location = loc)
  801. }
  802. }
  803. }
  804. iq->ClearStoredMessages()
  805. }
  806. DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
  807. d3d11_default_shader_vertex_source :: proc() -> string {
  808. return string(DEFAULT_SHADER_SOURCE)
  809. }
  810. d3d11_default_shader_fragment_source :: proc() -> string {
  811. return string(DEFAULT_SHADER_SOURCE)
  812. }