backend_d3d11.odin 19 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 = d3d11_state_size,
  16. init = d3d11_init,
  17. shutdown = d3d11_shutdown,
  18. clear = d3d11_clear,
  19. present = d3d11_present,
  20. draw = d3d11_draw,
  21. get_swapchain_width = d3d11_get_swapchain_width,
  22. get_swapchain_height = d3d11_get_swapchain_height,
  23. set_internal_state = d3d11_set_internal_state,
  24. load_texture = d3d11_load_texture,
  25. destroy_texture = d3d11_destroy_texture,
  26. load_shader = d3d11_load_shader,
  27. destroy_shader = d3d11_destroy_shader,
  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: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  35. hwnd := dxgi.HWND(window_handle)
  36. s = (^D3D11_State)(state)
  37. s.allocator = allocator
  38. s.width = swapchain_width
  39. s.height = swapchain_height
  40. feature_levels := [?]d3d11.FEATURE_LEVEL{
  41. ._11_1,
  42. ._11_0,
  43. }
  44. base_device: ^d3d11.IDevice
  45. base_device_context: ^d3d11.IDeviceContext
  46. device_flags := d3d11.CREATE_DEVICE_FLAGS {
  47. .BGRA_SUPPORT,
  48. }
  49. when ODIN_DEBUG {
  50. device_flags += { .DEBUG }
  51. }
  52. ch(d3d11.CreateDevice(
  53. nil,
  54. .HARDWARE,
  55. nil,
  56. device_flags,
  57. &feature_levels[0], len(feature_levels),
  58. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  59. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  60. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  61. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  62. dxgi_device: ^dxgi.IDevice
  63. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  64. base_device->Release()
  65. base_device_context->Release()
  66. dxgi_adapter: ^dxgi.IAdapter
  67. ch(dxgi_device->GetAdapter(&dxgi_adapter))
  68. dxgi_device->Release()
  69. dxgi_factory: ^dxgi.IFactory2
  70. ch(dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  71. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  72. Format = .B8G8R8A8_UNORM,
  73. SampleDesc = {
  74. Count = 1,
  75. },
  76. BufferUsage = {.RENDER_TARGET_OUTPUT},
  77. BufferCount = 2,
  78. Scaling = .STRETCH,
  79. SwapEffect = .DISCARD,
  80. }
  81. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, hwnd, &swapchain_desc, nil, nil, &s.swapchain))
  82. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  83. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  84. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  85. s.framebuffer->GetDesc(&depth_buffer_desc)
  86. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  87. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  88. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  89. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  90. rasterizer_desc := d3d11.RASTERIZER_DESC{
  91. FillMode = .SOLID,
  92. CullMode = .BACK,
  93. }
  94. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  95. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  96. DepthEnable = false,
  97. DepthWriteMask = .ALL,
  98. DepthFunc = .LESS,
  99. }
  100. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  101. vertex_buffer_desc := d3d11.BUFFER_DESC{
  102. ByteWidth = VERTEX_BUFFER_MAX,
  103. Usage = .DYNAMIC,
  104. BindFlags = {.VERTEX_BUFFER},
  105. CPUAccessFlags = {.WRITE},
  106. }
  107. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  108. blend_desc := d3d11.BLEND_DESC {
  109. RenderTarget = {
  110. 0 = {
  111. BlendEnable = true,
  112. SrcBlend = .SRC_ALPHA,
  113. DestBlend = .INV_SRC_ALPHA,
  114. BlendOp = .ADD,
  115. SrcBlendAlpha = .ONE,
  116. DestBlendAlpha = .ZERO,
  117. BlendOpAlpha = .ADD,
  118. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  119. },
  120. },
  121. }
  122. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  123. sampler_desc := d3d11.SAMPLER_DESC{
  124. Filter = .MIN_MAG_MIP_POINT,
  125. AddressU = .WRAP,
  126. AddressV = .WRAP,
  127. AddressW = .WRAP,
  128. ComparisonFunc = .NEVER,
  129. }
  130. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  131. }
  132. d3d11_shutdown :: proc() {
  133. s.sampler_state->Release()
  134. s.framebuffer_view->Release()
  135. s.depth_buffer_view->Release()
  136. s.depth_buffer->Release()
  137. s.framebuffer->Release()
  138. s.device_context->Release()
  139. s.vertex_buffer_gpu->Release()
  140. //s.constant_buffer->Release()
  141. s.depth_stencil_state->Release()
  142. s.rasterizer_state->Release()
  143. s.swapchain->Release()
  144. s.blend_state->Release()
  145. when ODIN_DEBUG {
  146. debug: ^d3d11.IDebug
  147. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  148. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  149. log_messages()
  150. }
  151. debug->Release()
  152. }
  153. s.device->Release()
  154. s.info_queue->Release()
  155. }
  156. d3d11_set_internal_state :: proc(state: rawptr) {
  157. s = (^D3D11_State)(state)
  158. }
  159. d3d11_get_swapchain_width :: proc() -> int {
  160. return s.width
  161. }
  162. d3d11_get_swapchain_height :: proc() -> int {
  163. return s.height
  164. }
  165. D3D11_Shader_Constant_Buffer :: struct {
  166. gpu_data: ^d3d11.IBuffer,
  167. }
  168. D3D11_Shader :: struct {
  169. handle: Shader_Handle,
  170. vertex_shader: ^d3d11.IVertexShader,
  171. pixel_shader: ^d3d11.IPixelShader,
  172. input_layout: ^d3d11.IInputLayout,
  173. constant_buffers: []D3D11_Shader_Constant_Buffer,
  174. }
  175. D3D11_State :: struct {
  176. allocator: runtime.Allocator,
  177. width: int,
  178. height: int,
  179. swapchain: ^dxgi.ISwapChain1,
  180. framebuffer_view: ^d3d11.IRenderTargetView,
  181. depth_buffer_view: ^d3d11.IDepthStencilView,
  182. device_context: ^d3d11.IDeviceContext,
  183. depth_stencil_state: ^d3d11.IDepthStencilState,
  184. rasterizer_state: ^d3d11.IRasterizerState,
  185. device: ^d3d11.IDevice,
  186. depth_buffer: ^d3d11.ITexture2D,
  187. framebuffer: ^d3d11.ITexture2D,
  188. blend_state: ^d3d11.IBlendState,
  189. sampler_state: ^d3d11.ISamplerState,
  190. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  191. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  192. info_queue: ^d3d11.IInfoQueue,
  193. vertex_buffer_gpu: ^d3d11.IBuffer,
  194. vertex_buffer_offset: int,
  195. }
  196. Color_F32 :: [4]f32
  197. f32_color_from_color :: proc(color: Color) -> Color_F32 {
  198. return {
  199. f32(color.r) / 255,
  200. f32(color.g) / 255,
  201. f32(color.b) / 255,
  202. f32(color.a) / 255,
  203. }
  204. }
  205. d3d11_clear :: proc(color: Color) {
  206. c := f32_color_from_color(color)
  207. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  208. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  209. }
  210. D3D11_Texture :: struct {
  211. handle: Texture_Handle,
  212. tex: ^d3d11.ITexture2D,
  213. view: ^d3d11.IShaderResourceView,
  214. }
  215. d3d11_load_texture :: proc(data: []u8, width: int, height: int) -> Texture_Handle {
  216. texture_desc := d3d11.TEXTURE2D_DESC{
  217. Width = u32(width),
  218. Height = u32(height),
  219. MipLevels = 1,
  220. ArraySize = 1,
  221. // TODO: _SRGB or not?
  222. Format = .R8G8B8A8_UNORM,
  223. SampleDesc = {Count = 1},
  224. Usage = .IMMUTABLE,
  225. BindFlags = {.SHADER_RESOURCE},
  226. }
  227. texture_data := d3d11.SUBRESOURCE_DATA{
  228. pSysMem = raw_data(data),
  229. SysMemPitch = u32(width * 4),
  230. }
  231. texture: ^d3d11.ITexture2D
  232. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  233. texture_view: ^d3d11.IShaderResourceView
  234. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  235. tex := D3D11_Texture {
  236. tex = texture,
  237. view = texture_view,
  238. }
  239. return hm.add(&s.textures, tex)
  240. }
  241. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  242. if t := hm.get(&s.textures, th); t != nil {
  243. t.tex->Release()
  244. t.view->Release()
  245. }
  246. hm.remove(&s.textures, th)
  247. }
  248. create_vertex_input_override :: proc(val: $T) -> Shader_Input_Value_Override {
  249. assert(size_of(T) < 256)
  250. res: Shader_Input_Value_Override
  251. ((^T)(raw_data(&res.val)))^ = val
  252. res.used = size_of(T)
  253. return res
  254. }
  255. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, vertex_buffer: []u8) {
  256. if len(vertex_buffer) == 0 {
  257. return
  258. }
  259. d3d_shd := hm.get(&s.shaders, shd.handle)
  260. if d3d_shd == nil {
  261. return
  262. }
  263. viewport := d3d11.VIEWPORT{
  264. 0, 0,
  265. f32(s.width), f32(s.height),
  266. 0, 1,
  267. }
  268. dc := s.device_context
  269. vb_data: d3d11.MAPPED_SUBRESOURCE
  270. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_NO_OVERWRITE, {}, &vb_data))
  271. {
  272. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  273. copy(
  274. gpu_map[s.vertex_buffer_offset:s.vertex_buffer_offset+len(vertex_buffer)],
  275. vertex_buffer,
  276. )
  277. }
  278. dc->Unmap(s.vertex_buffer_gpu, 0)
  279. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  280. dc->IASetInputLayout(d3d_shd.input_layout)
  281. vertex_buffer_offset := u32(0)
  282. vertex_buffer_stride := u32(shd.vertex_size)
  283. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  284. for mloc, builtin in shd.constant_builtin_locations {
  285. loc, loc_ok := mloc.?
  286. if !loc_ok {
  287. continue
  288. }
  289. switch builtin {
  290. case .MVP:
  291. dst := (^matrix[4,4]f32)(&shd.constant_buffers[loc.buffer_idx].cpu_data[loc.offset])
  292. dst^ = view_proj
  293. }
  294. }
  295. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  296. assert(len(shd.constant_buffers) == len(d3d_shd.constant_buffers))
  297. for cb_idx in 0..<len(shd.constant_buffers) {
  298. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  299. gpu_data := d3d_shd.constant_buffers[cb_idx].gpu_data
  300. if gpu_data == nil {
  301. continue
  302. }
  303. cb_data: d3d11.MAPPED_SUBRESOURCE
  304. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &cb_data))
  305. mem.copy(cb_data.pData, raw_data(cpu_data), len(cpu_data))
  306. dc->Unmap(gpu_data, 0)
  307. dc->VSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  308. dc->PSSetConstantBuffers(u32(cb_idx), 1, &gpu_data)
  309. }
  310. dc->RSSetViewports(1, &viewport)
  311. dc->RSSetState(s.rasterizer_state)
  312. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  313. if t := hm.get(&s.textures, texture); t != nil {
  314. dc->PSSetShaderResources(0, 1, &t.view)
  315. }
  316. dc->PSSetSamplers(0, 1, &s.sampler_state)
  317. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  318. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  319. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  320. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), u32(s.vertex_buffer_offset/shd.vertex_size))
  321. s.vertex_buffer_offset += len(vertex_buffer)
  322. log_messages()
  323. }
  324. d3d11_present :: proc() {
  325. ch(s.swapchain->Present(1, {}))
  326. s.vertex_buffer_offset = 0
  327. }
  328. d3d11_load_shader :: proc(shader: string, layout_formats: []Shader_Input_Format = {}) -> Shader {
  329. vs_blob: ^d3d11.IBlob
  330. vs_blob_errors: ^d3d11.IBlob
  331. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "vs_main", "vs_5_0", 0, 0, &vs_blob, &vs_blob_errors))
  332. if vs_blob_errors != nil {
  333. log.error("Failed compiling shader:")
  334. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  335. }
  336. vertex_shader: ^d3d11.IVertexShader
  337. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  338. ref: ^d3d11.IShaderReflection
  339. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ref)))
  340. constant_buffers: []Shader_Constant_Buffer
  341. d3d11_constant_buffers: []D3D11_Shader_Constant_Buffer
  342. constant_lookup: map[string]Shader_Constant_Location
  343. constant_builtin_locations: [Shader_Builtin_Constant]Maybe(Shader_Constant_Location)
  344. inputs: []Shader_Input
  345. {
  346. context.allocator = s.allocator
  347. d: d3d11.SHADER_DESC
  348. ch(ref->GetDesc(&d))
  349. inputs = make([]Shader_Input, d.InputParameters)
  350. for in_idx in 0..<d.InputParameters {
  351. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  352. if ch(ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  353. log.errorf("Invalid input: %v in shader %v", in_idx, shader)
  354. continue
  355. }
  356. type: Shader_Input_Type
  357. if in_desc.SemanticIndex > 0 {
  358. log.errorf("Matrix shader input types not yet implemented")
  359. continue
  360. }
  361. switch in_desc.ComponentType {
  362. case .UNKNOWN: log.errorf("Unknown component type")
  363. case .UINT32: log.errorf("Not implemented")
  364. case .SINT32: log.errorf("Not implemented")
  365. case .FLOAT32:
  366. switch in_desc.Mask {
  367. case 0: log.errorf("Invalid input mask"); continue
  368. case 1: type = .F32
  369. case 3: type = .Vec2
  370. case 7: type = .Vec3
  371. case 15: type = .Vec4
  372. }
  373. }
  374. inputs[in_idx] = {
  375. name = strings.clone_from_cstring(in_desc.SemanticName),
  376. register = int(in_idx),
  377. type = type,
  378. }
  379. }
  380. constant_buffers = make([]Shader_Constant_Buffer, d.ConstantBuffers)
  381. d3d11_constant_buffers = make([]D3D11_Shader_Constant_Buffer, d.ConstantBuffers)
  382. for cb_idx in 0..<d.ConstantBuffers {
  383. cb_info := ref->GetConstantBufferByIndex(cb_idx)
  384. if cb_info == nil {
  385. continue
  386. }
  387. cb_desc: d3d11.SHADER_BUFFER_DESC
  388. cb_info->GetDesc(&cb_desc)
  389. if cb_desc.Size == 0 {
  390. continue
  391. }
  392. b := &constant_buffers[cb_idx]
  393. d3d_b := &d3d11_constant_buffers[cb_idx]
  394. b.cpu_data = make([]u8, cb_desc.Size, s.allocator)
  395. constant_buffer_desc := d3d11.BUFFER_DESC{
  396. ByteWidth = cb_desc.Size,
  397. Usage = .DYNAMIC,
  398. BindFlags = {.CONSTANT_BUFFER},
  399. CPUAccessFlags = {.WRITE},
  400. }
  401. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &d3d_b.gpu_data))
  402. for var_idx in 0..<cb_desc.Variables {
  403. var_info := cb_info->GetVariableByIndex(var_idx)
  404. if var_info == nil {
  405. continue
  406. }
  407. var_desc: d3d11.SHADER_VARIABLE_DESC
  408. var_info->GetDesc(&var_desc)
  409. if var_desc.Name != "" {
  410. loc := Shader_Constant_Location {
  411. buffer_idx = cb_idx,
  412. offset = var_desc.StartOffset,
  413. }
  414. constant_lookup[strings.clone_from_cstring(var_desc.Name)] = loc
  415. switch var_desc.Name {
  416. case "mvp":
  417. constant_builtin_locations[.MVP] = loc
  418. }
  419. }
  420. // TODO add the size or type somewhere so we set it correctly
  421. /*log.info(var_desc)
  422. type_info := var_info->GetType()
  423. type_info_desc: d3d11.SHADER_TYPE_DESC
  424. type_info->GetDesc(&type_info_desc)
  425. log.info(type_info_desc)*/
  426. }
  427. }
  428. }
  429. default_input_offsets: [Shader_Default_Inputs]int
  430. for &d in default_input_offsets {
  431. d = -1
  432. }
  433. input_offset: int
  434. if len(layout_formats) > 0 {
  435. if len(layout_formats) != len(inputs) {
  436. log.error("Passed number of layout formats isn't same as number of shader inputs")
  437. } else {
  438. for &i, idx in inputs {
  439. i.format = layout_formats[idx]
  440. if i.name == "POS" && i.type == .Vec2 {
  441. default_input_offsets[.Position] = input_offset
  442. } else if i.name == "UV" && i.type == .Vec2 {
  443. default_input_offsets[.UV] = input_offset
  444. } else if i.name == "COL" && i.type == .Vec4 {
  445. default_input_offsets[.Color] = input_offset
  446. }
  447. input_offset += shader_input_format_size(i.format)
  448. }
  449. }
  450. } else {
  451. for &i in inputs {
  452. if i.name == "POS" && i.type == .Vec2 {
  453. i.format = .RG32_Float
  454. default_input_offsets[.Position] = input_offset
  455. } else if i.name == "UV" && i.type == .Vec2 {
  456. i.format = .RG32_Float
  457. default_input_offsets[.UV] = input_offset
  458. } else if i.name == "COL" && i.type == .Vec4 {
  459. i.format = .RGBA8_Norm
  460. default_input_offsets[.Color] = input_offset
  461. } else {
  462. switch i.type {
  463. case .F32: i.format = .R32_Float
  464. case .Vec2: i.format = .RG32_Float
  465. case .Vec3: i.format = .RGB32_Float
  466. case .Vec4: i.format = .RGBA32_Float
  467. }
  468. }
  469. input_offset += shader_input_format_size(i.format)
  470. }
  471. }
  472. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(inputs), context.temp_allocator)
  473. for idx in 0..<len(inputs) {
  474. input := inputs[idx]
  475. input_layout_desc[idx] = {
  476. SemanticName = temp_cstring(input.name),
  477. Format = dxgi_format_from_shader_input_format(input.format),
  478. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  479. InputSlotClass = .VERTEX_DATA,
  480. }
  481. }
  482. input_layout: ^d3d11.IInputLayout
  483. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  484. ps_blob: ^d3d11.IBlob
  485. ps_blob_errors: ^d3d11.IBlob
  486. ch(d3d_compiler.Compile(raw_data(shader), len(shader), nil, nil, nil, "ps_main", "ps_5_0", 0, 0, &ps_blob, &ps_blob_errors))
  487. if ps_blob_errors != nil {
  488. log.error("Failed compiling shader:")
  489. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  490. }
  491. pixel_shader: ^d3d11.IPixelShader
  492. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  493. shd := D3D11_Shader {
  494. vertex_shader = vertex_shader,
  495. pixel_shader = pixel_shader,
  496. input_layout = input_layout,
  497. constant_buffers = d3d11_constant_buffers,
  498. }
  499. h := hm.add(&s.shaders, shd)
  500. return {
  501. handle = h,
  502. constant_buffers = constant_buffers,
  503. constant_lookup = constant_lookup,
  504. constant_builtin_locations = constant_builtin_locations,
  505. inputs = inputs,
  506. input_overrides = make([]Shader_Input_Value_Override, len(inputs)),
  507. default_input_offsets = default_input_offsets,
  508. vertex_size = input_offset,
  509. }
  510. }
  511. dxgi_format_from_shader_input_format :: proc(f: Shader_Input_Format) -> dxgi.FORMAT {
  512. switch f {
  513. case .Unknown: return .UNKNOWN
  514. case .RGBA32_Float: return .R32G32B32A32_FLOAT
  515. case .RGBA8_Norm: return .R8G8B8A8_UNORM
  516. case .RGBA8_Norm_SRGB: return .R8G8B8A8_UNORM_SRGB
  517. case .RGB32_Float: return .R32G32B32_FLOAT
  518. case .RG32_Float: return .R32G32_FLOAT
  519. case .R32_Float: return .R32_FLOAT
  520. }
  521. log.error("Unknown format")
  522. return .UNKNOWN
  523. }
  524. d3d11_destroy_shader :: proc(shd: Shader) {
  525. if d3d_shd := hm.get(&s.shaders, shd.handle); d3d_shd != nil {
  526. d3d_shd.input_layout->Release()
  527. d3d_shd.vertex_shader->Release()
  528. d3d_shd.pixel_shader->Release()
  529. for c in d3d_shd.constant_buffers {
  530. if c.gpu_data != nil {
  531. c.gpu_data->Release()
  532. }
  533. }
  534. delete(d3d_shd.constant_buffers)
  535. }
  536. hm.remove(&s.shaders, shd.handle)
  537. for c in shd.constant_buffers {
  538. delete(c.cpu_data)
  539. }
  540. delete(shd.constant_buffers)
  541. for k,_ in shd.constant_lookup {
  542. delete(k)
  543. }
  544. delete(shd.constant_lookup)
  545. for i in shd.inputs {
  546. delete(i.name)
  547. }
  548. delete(shd.inputs)
  549. delete(shd.input_overrides)
  550. }
  551. temp_cstring :: proc(str: string, loc := #caller_location) -> cstring {
  552. return strings.clone_to_cstring(str, context.temp_allocator, loc)
  553. }
  554. // CHeck win errors and print message log if there is any error
  555. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  556. if hr >= 0 {
  557. return hr
  558. }
  559. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  560. log_messages(loc)
  561. return hr
  562. }
  563. log_messages :: proc(loc := #caller_location) {
  564. iq := s.info_queue
  565. if iq == nil {
  566. return
  567. }
  568. n := iq->GetNumStoredMessages()
  569. longest_msg: d3d11.SIZE_T
  570. for i in 0..=n {
  571. msglen: d3d11.SIZE_T
  572. iq->GetMessage(i, nil, &msglen)
  573. if msglen > longest_msg {
  574. longest_msg = msglen
  575. }
  576. }
  577. if longest_msg > 0 {
  578. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = context.temp_allocator))
  579. for i in 0..=n {
  580. msglen: d3d11.SIZE_T
  581. iq->GetMessage(i, nil, &msglen)
  582. if msglen > 0 {
  583. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  584. iq->GetMessage(i, msg, &msglen)
  585. log.error(msg.pDescription, location = loc)
  586. }
  587. }
  588. }
  589. iq->ClearStoredMessages()
  590. }