render_backend_d3d11.odin 24 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.sampler_state->Release()
  129. s.framebuffer_view->Release()
  130. s.depth_buffer_view->Release()
  131. s.depth_buffer->Release()
  132. s.framebuffer->Release()
  133. s.device_context->Release()
  134. s.vertex_buffer_gpu->Release()
  135. s.depth_stencil_state->Release()
  136. s.rasterizer_state->Release()
  137. s.swapchain->Release()
  138. s.blend_state->Release()
  139. s.dxgi_adapter->Release()
  140. when ODIN_DEBUG {
  141. debug: ^d3d11.IDebug
  142. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  143. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  144. log_messages()
  145. }
  146. debug->Release()
  147. }
  148. s.device->Release()
  149. s.info_queue->Release()
  150. }
  151. d3d11_clear :: proc(color: Color) {
  152. c := f32_color_from_color(color)
  153. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  154. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  155. }
  156. d3d11_present :: proc() {
  157. ch(s.swapchain->Present(1, {}))
  158. }
  159. d3d11_draw :: proc(
  160. shd: Shader,
  161. bound_textures: []Texture_Handle,
  162. scissor: Maybe(Rect),
  163. vertex_buffer: []u8,
  164. ) {
  165. if len(vertex_buffer) == 0 {
  166. return
  167. }
  168. d3d_shd := hm.get(&s.shaders, shd.handle)
  169. if d3d_shd == nil {
  170. return
  171. }
  172. dc := s.device_context
  173. vb_data: d3d11.MAPPED_SUBRESOURCE
  174. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  175. {
  176. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  177. copy(
  178. gpu_map,
  179. vertex_buffer,
  180. )
  181. }
  182. dc->Unmap(s.vertex_buffer_gpu, 0)
  183. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  184. dc->IASetInputLayout(d3d_shd.input_layout)
  185. vertex_buffer_offset: u32
  186. vertex_buffer_stride := u32(shd.vertex_size)
  187. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  188. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  189. assert(len(shd.constants) == len(d3d_shd.constants))
  190. maps := make([]rawptr, len(d3d_shd.constant_buffers), frame_allocator)
  191. cpu_data := shd.constants_data
  192. for cidx in 0..<len(shd.constants) {
  193. cpu_loc := shd.constants[cidx]
  194. gpu_loc := d3d_shd.constants[cidx]//cpu_loc.gpu_constant_idx]
  195. gpu_buffer_info := d3d_shd.constant_buffers[gpu_loc.buffer_idx]
  196. gpu_data := gpu_buffer_info.gpu_data
  197. if gpu_data == nil {
  198. continue
  199. }
  200. if maps[gpu_loc.buffer_idx] == nil {
  201. // We do this little dance with the 'maps' array so we only have to map the memory once.
  202. // There can be multiple constants within a single constant buffer. So mapping and
  203. // unmapping for each one is slow.
  204. map_data: d3d11.MAPPED_SUBRESOURCE
  205. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &map_data))
  206. maps[gpu_loc.buffer_idx] = map_data.pData
  207. }
  208. data_slice := slice.bytes_from_ptr(maps[gpu_loc.buffer_idx], gpu_buffer_info.size)
  209. dst := data_slice[gpu_loc.offset:gpu_loc.offset+u32(cpu_loc.size)]
  210. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  211. copy(dst, src)
  212. }
  213. for &cb, cb_idx in d3d_shd.constant_buffers {
  214. if .Vertex in cb.bound_shaders {
  215. dc->VSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  216. }
  217. if .Pixel in cb.bound_shaders {
  218. dc->PSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  219. }
  220. if maps[cb_idx] != nil {
  221. dc->Unmap(cb.gpu_data, 0)
  222. maps[cb_idx] = nil
  223. }
  224. }
  225. viewport := d3d11.VIEWPORT{
  226. 0, 0,
  227. f32(s.width), f32(s.height),
  228. 0, 1,
  229. }
  230. dc->RSSetViewports(1, &viewport)
  231. dc->RSSetState(s.rasterizer_state)
  232. scissor_rect := d3d11.RECT {
  233. right = i32(s.width),
  234. bottom = i32(s.height),
  235. }
  236. if sciss, sciss_ok := scissor.?; sciss_ok {
  237. scissor_rect = d3d11.RECT {
  238. left = i32(sciss.x),
  239. top = i32(sciss.y),
  240. right = i32(sciss.x + sciss.w),
  241. bottom = i32(sciss.y + sciss.h),
  242. }
  243. }
  244. dc->RSSetScissorRects(1, &scissor_rect)
  245. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  246. if len(bound_textures) == len(d3d_shd.texture_bindings) {
  247. for t, t_idx in bound_textures {
  248. d3d_t := d3d_shd.texture_bindings[t_idx]
  249. if t := hm.get(&s.textures, t); t != nil {
  250. dc->PSSetShaderResources(d3d_t.bind_point, 1, &t.view)
  251. }
  252. }
  253. }
  254. for &s in d3d_shd.samplers {
  255. dc->PSSetSamplers(s.bind_point, 1, &s.sampler)
  256. }
  257. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  258. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  259. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  260. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  261. log_messages()
  262. }
  263. d3d11_resize_swapchain :: proc(w, h: int) {
  264. s.depth_buffer->Release()
  265. s.depth_buffer_view->Release()
  266. s.framebuffer->Release()
  267. s.framebuffer_view->Release()
  268. s.swapchain->Release()
  269. s.width = w
  270. s.height = h
  271. create_swapchain(w, h)
  272. }
  273. d3d11_get_swapchain_width :: proc() -> int {
  274. return s.width
  275. }
  276. d3d11_get_swapchain_height :: proc() -> int {
  277. return s.height
  278. }
  279. d3d11_flip_z :: proc() -> bool {
  280. return true
  281. }
  282. d3d11_set_internal_state :: proc(state: rawptr) {
  283. s = (^D3D11_State)(state)
  284. }
  285. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  286. texture_desc := d3d11.TEXTURE2D_DESC{
  287. Width = u32(width),
  288. Height = u32(height),
  289. MipLevels = 1,
  290. ArraySize = 1,
  291. // TODO: _SRGB or not?
  292. Format = dxgi_format_from_pixel_format(format),
  293. SampleDesc = {Count = 1},
  294. Usage = .DEFAULT,
  295. BindFlags = {.SHADER_RESOURCE},
  296. }
  297. texture: ^d3d11.ITexture2D
  298. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  299. texture_view: ^d3d11.IShaderResourceView
  300. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  301. tex := D3D11_Texture {
  302. tex = texture,
  303. format = format,
  304. view = texture_view,
  305. }
  306. return hm.add(&s.textures, tex)
  307. }
  308. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  309. texture_desc := d3d11.TEXTURE2D_DESC{
  310. Width = u32(width),
  311. Height = u32(height),
  312. MipLevels = 1,
  313. ArraySize = 1,
  314. // TODO: _SRGB or not?
  315. Format = dxgi_format_from_pixel_format(format),
  316. SampleDesc = {Count = 1},
  317. Usage = .DEFAULT,
  318. BindFlags = {.SHADER_RESOURCE},
  319. }
  320. texture_data := d3d11.SUBRESOURCE_DATA{
  321. pSysMem = raw_data(data),
  322. SysMemPitch = u32(width * pixel_format_size(format)),
  323. }
  324. texture: ^d3d11.ITexture2D
  325. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  326. texture_view: ^d3d11.IShaderResourceView
  327. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  328. tex := D3D11_Texture {
  329. tex = texture,
  330. format = format,
  331. view = texture_view,
  332. }
  333. return hm.add(&s.textures, tex)
  334. }
  335. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  336. tex := hm.get(&s.textures, th)
  337. if tex == nil {
  338. return false
  339. }
  340. box := d3d11.BOX {
  341. left = u32(rect.x),
  342. top = u32(rect.y),
  343. bottom = u32(rect.y + rect.h),
  344. right = u32(rect.x + rect.w),
  345. back = 1,
  346. front = 0,
  347. }
  348. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  349. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  350. return true
  351. }
  352. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  353. if t := hm.get(&s.textures, th); t != nil {
  354. t.tex->Release()
  355. t.view->Release()
  356. }
  357. hm.remove(&s.textures, th)
  358. }
  359. d3d11_set_texture_filter :: proc(
  360. th: Texture_Handle,
  361. scale_down_filter: Texture_Filter,
  362. scale_up_filter: Texture_Filter,
  363. mip_filter: Texture_Filter,
  364. ) {
  365. t := hm.get(&s.textures, th)
  366. if t == nil {
  367. log.error("Trying to set texture filter for invalid texture %v", th)
  368. return
  369. }
  370. d := scale_down_filter
  371. u := scale_up_filter
  372. m := mip_filter
  373. f: d3d11.FILTER
  374. if d == .Point && u == .Point && m == .Point {
  375. f = .MIN_MAG_MIP_POINT
  376. } else if d == .Point && u == .Point && m == .Linear {
  377. f = .MIN_MAG_POINT_MIP_LINEAR
  378. } else if d == .Point && u == .Linear && m == .Linear {
  379. f = .MIN_POINT_MAG_MIP_LINEAR
  380. } else if d == .Linear && u == .Linear && m == .Linear {
  381. f = .MIN_MAG_MIP_LINEAR
  382. } else if d == .Linear && u == .Linear && m == .Point {
  383. f = .MIN_MAG_LINEAR_MIP_POINT
  384. } else if d == .Linear && u == .Point && m == .Point {
  385. f = .MIN_LINEAR_MAG_MIP_POINT
  386. } else if d == .Linear && u == .Point && m == .Linear {
  387. f = .MIN_LINEAR_MAG_POINT_MIP_LINEAR
  388. } else if d == .Point && u == .Linear && m == .Point {
  389. f = .MIN_POINT_MAG_LINEAR_MIP_POINT
  390. }
  391. t.filter = f
  392. }
  393. d3d11_load_shader :: proc(
  394. vs_source: string,
  395. ps_source: string,
  396. desc_allocator := frame_allocator,
  397. layout_formats: []Pixel_Format = {},
  398. ) -> (
  399. handle: Shader_Handle,
  400. desc: Shader_Desc,
  401. ) {
  402. vs_blob: ^d3d11.IBlob
  403. vs_blob_errors: ^d3d11.IBlob
  404. 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))
  405. if vs_blob_errors != nil {
  406. log.error("Failed compiling shader:")
  407. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  408. return
  409. }
  410. // VERTEX SHADER
  411. vertex_shader: ^d3d11.IVertexShader
  412. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  413. vs_ref: ^d3d11.IShaderReflection
  414. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&vs_ref)))
  415. vs_desc: d3d11.SHADER_DESC
  416. ch(vs_ref->GetDesc(&vs_desc))
  417. {
  418. desc.inputs = make([]Shader_Input, vs_desc.InputParameters, desc_allocator)
  419. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  420. for in_idx in 0..<vs_desc.InputParameters {
  421. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  422. if ch(vs_ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  423. log.errorf("Invalid shader input: %v", in_idx)
  424. continue
  425. }
  426. type: Shader_Input_Type
  427. if in_desc.SemanticIndex > 0 {
  428. log.errorf("Matrix shader input types not yet implemented")
  429. continue
  430. }
  431. switch in_desc.ComponentType {
  432. case .UNKNOWN: log.errorf("Unknown component type")
  433. case .UINT32: log.errorf("Not implemented")
  434. case .SINT32: log.errorf("Not implemented")
  435. case .FLOAT32:
  436. switch in_desc.Mask {
  437. case 0: log.errorf("Invalid input mask"); continue
  438. case 1: type = .F32
  439. case 3: type = .Vec2
  440. case 7: type = .Vec3
  441. case 15: type = .Vec4
  442. }
  443. }
  444. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  445. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  446. desc.inputs[in_idx] = {
  447. name = name,
  448. register = int(in_idx),
  449. format = format,
  450. type = type,
  451. }
  452. }
  453. }
  454. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  455. d3d_constants := make([dynamic]D3D11_Shader_Constant, s.allocator)
  456. d3d_samplers := make([dynamic]D3D11_Sampler, s.allocator)
  457. d3d_constant_buffers := make([dynamic]D3D11_Shader_Constant_Buffer, s.allocator)
  458. d3d_texture_bindings := make([dynamic]D3D11_Texture_Binding, s.allocator)
  459. texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
  460. reflect_shader_constants(
  461. vs_desc,
  462. vs_ref,
  463. &constant_descs,
  464. &d3d_constants,
  465. &d3d_constant_buffers,
  466. &d3d_samplers,
  467. &d3d_texture_bindings,
  468. &texture_bindpoint_descs,
  469. desc_allocator,
  470. .Vertex,
  471. )
  472. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  473. for idx in 0..<len(desc.inputs) {
  474. input := desc.inputs[idx]
  475. input_layout_desc[idx] = {
  476. SemanticName = frame_cstring(input.name),
  477. Format = dxgi_format_from_pixel_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. // PIXEL SHADER
  485. ps_blob: ^d3d11.IBlob
  486. ps_blob_errors: ^d3d11.IBlob
  487. 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))
  488. if ps_blob_errors != nil {
  489. log.error("Failed compiling shader:")
  490. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  491. return
  492. }
  493. pixel_shader: ^d3d11.IPixelShader
  494. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  495. ps_ref: ^d3d11.IShaderReflection
  496. ch(d3d_compiler.Reflect(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ps_ref)))
  497. ps_desc: d3d11.SHADER_DESC
  498. ch(ps_ref->GetDesc(&ps_desc))
  499. reflect_shader_constants(
  500. ps_desc,
  501. ps_ref,
  502. &constant_descs,
  503. &d3d_constants,
  504. &d3d_constant_buffers,
  505. &d3d_samplers,
  506. &d3d_texture_bindings,
  507. &texture_bindpoint_descs,
  508. desc_allocator,
  509. .Pixel,
  510. )
  511. // ----
  512. desc.constants = constant_descs[:]
  513. desc.texture_bindpoints = texture_bindpoint_descs[:]
  514. d3d_shd := D3D11_Shader {
  515. constants = d3d_constants[:],
  516. constant_buffers = d3d_constant_buffers[:],
  517. samplers = d3d_samplers[:],
  518. vertex_shader = vertex_shader,
  519. pixel_shader = pixel_shader,
  520. input_layout = input_layout,
  521. texture_bindings = d3d_texture_bindings[:],
  522. }
  523. h := hm.add(&s.shaders, d3d_shd)
  524. return h, desc
  525. }
  526. D3D11_Shader_Type :: enum {
  527. Vertex,
  528. Pixel,
  529. }
  530. reflect_shader_constants :: proc(
  531. d3d_desc: d3d11.SHADER_DESC,
  532. ref: ^d3d11.IShaderReflection,
  533. constant_descs: ^[dynamic]Shader_Constant_Desc,
  534. d3d_constants: ^[dynamic]D3D11_Shader_Constant,
  535. d3d_constant_buffers: ^[dynamic]D3D11_Shader_Constant_Buffer,
  536. samplers: ^[dynamic]D3D11_Sampler,
  537. d3d_texture_bindings: ^[dynamic]D3D11_Texture_Binding,
  538. texture_bindpoint_descs: ^[dynamic]Shader_Texture_Bindpoint_Desc,
  539. desc_allocator: runtime.Allocator,
  540. shader_type: D3D11_Shader_Type,
  541. ) {
  542. for br_idx in 0..<d3d_desc.BoundResources {
  543. bind_desc: d3d11.SHADER_INPUT_BIND_DESC
  544. ref->GetResourceBindingDesc(br_idx, &bind_desc)
  545. #partial switch bind_desc.Type {
  546. case .SAMPLER:
  547. smp_obj := D3D11_Sampler {
  548. bind_point = bind_desc.BindPoint,
  549. }
  550. sampler_desc := d3d11.SAMPLER_DESC{
  551. Filter = .MIN_MAG_MIP_POINT,
  552. AddressU = .WRAP,
  553. AddressV = .WRAP,
  554. AddressW = .WRAP,
  555. ComparisonFunc = .NEVER,
  556. }
  557. s.device->CreateSamplerState(&sampler_desc, &smp_obj.sampler)
  558. smp_obj.sampler->AddRef()
  559. append(samplers, smp_obj)
  560. case .TEXTURE:
  561. append(d3d_texture_bindings, D3D11_Texture_Binding {
  562. bind_point = bind_desc.BindPoint,
  563. })
  564. append(texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
  565. name = strings.clone_from_cstring(bind_desc.Name, desc_allocator),
  566. })
  567. case .CBUFFER:
  568. cb_info := ref->GetConstantBufferByName(bind_desc.Name)
  569. if cb_info == nil {
  570. continue
  571. }
  572. cb_desc: d3d11.SHADER_BUFFER_DESC
  573. cb_info->GetDesc(&cb_desc)
  574. if cb_desc.Size == 0 {
  575. continue
  576. }
  577. constant_buffer_desc := d3d11.BUFFER_DESC{
  578. ByteWidth = cb_desc.Size,
  579. Usage = .DYNAMIC,
  580. BindFlags = {.CONSTANT_BUFFER},
  581. CPUAccessFlags = {.WRITE},
  582. }
  583. buffer_idx := -1
  584. for &existing, existing_idx in d3d_constant_buffers {
  585. if existing.bind_point == bind_desc.BindPoint {
  586. existing.bound_shaders += {shader_type}
  587. buffer_idx = existing_idx
  588. break
  589. }
  590. }
  591. if buffer_idx == -1 {
  592. buffer_idx = len(d3d_constant_buffers)
  593. buf := D3D11_Shader_Constant_Buffer {
  594. bound_shaders = {shader_type},
  595. }
  596. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &buf.gpu_data))
  597. buf.size = int(cb_desc.Size)
  598. buf.bind_point = bind_desc.BindPoint
  599. append(d3d_constant_buffers, buf)
  600. }
  601. for var_idx in 0..<cb_desc.Variables {
  602. var_info := cb_info->GetVariableByIndex(var_idx)
  603. if var_info == nil {
  604. continue
  605. }
  606. var_desc: d3d11.SHADER_VARIABLE_DESC
  607. var_info->GetDesc(&var_desc)
  608. if var_desc.Name != "" {
  609. append(constant_descs, Shader_Constant_Desc {
  610. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  611. size = int(var_desc.Size),
  612. })
  613. append(d3d_constants, D3D11_Shader_Constant {
  614. buffer_idx = u32(buffer_idx),
  615. offset = var_desc.StartOffset,
  616. })
  617. }
  618. }
  619. case:
  620. log.errorf("Type is %v", bind_desc.Type)
  621. }
  622. }
  623. }
  624. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  625. shd := hm.get(&s.shaders, h)
  626. if shd == nil {
  627. log.errorf("Invalid shader: %v", h)
  628. return
  629. }
  630. shd.input_layout->Release()
  631. shd.vertex_shader->Release()
  632. shd.pixel_shader->Release()
  633. for c in shd.constant_buffers {
  634. if c.gpu_data != nil {
  635. c.gpu_data->Release()
  636. }
  637. }
  638. for s in shd.samplers {
  639. s.sampler->Release()
  640. }
  641. delete(shd.constant_buffers, s.allocator)
  642. hm.remove(&s.shaders, h)
  643. }
  644. // API END
  645. s: ^D3D11_State
  646. D3D11_Shader_Constant_Buffer :: struct {
  647. gpu_data: ^d3d11.IBuffer,
  648. size: int,
  649. bound_shaders: bit_set[D3D11_Shader_Type],
  650. bind_point: u32,
  651. }
  652. D3D11_Texture_Binding :: struct {
  653. bind_point: u32,
  654. }
  655. D3D11_Shader_Constant :: struct {
  656. buffer_idx: u32,
  657. offset: u32,
  658. }
  659. D3D11_Sampler :: struct {
  660. bind_point: u32,
  661. sampler: ^d3d11.ISamplerState,
  662. }
  663. D3D11_Shader :: struct {
  664. handle: Shader_Handle,
  665. vertex_shader: ^d3d11.IVertexShader,
  666. pixel_shader: ^d3d11.IPixelShader,
  667. input_layout: ^d3d11.IInputLayout,
  668. constant_buffers: []D3D11_Shader_Constant_Buffer,
  669. constants: []D3D11_Shader_Constant,
  670. samplers: []D3D11_Sampler,
  671. texture_bindings: []D3D11_Texture_Binding,
  672. }
  673. D3D11_State :: struct {
  674. allocator: runtime.Allocator,
  675. window_handle: dxgi.HWND,
  676. width: int,
  677. height: int,
  678. dxgi_adapter: ^dxgi.IAdapter,
  679. swapchain: ^dxgi.ISwapChain1,
  680. framebuffer_view: ^d3d11.IRenderTargetView,
  681. depth_buffer_view: ^d3d11.IDepthStencilView,
  682. device_context: ^d3d11.IDeviceContext,
  683. depth_stencil_state: ^d3d11.IDepthStencilState,
  684. rasterizer_state: ^d3d11.IRasterizerState,
  685. device: ^d3d11.IDevice,
  686. depth_buffer: ^d3d11.ITexture2D,
  687. framebuffer: ^d3d11.ITexture2D,
  688. blend_state: ^d3d11.IBlendState,
  689. sampler_state: ^d3d11.ISamplerState,
  690. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  691. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  692. info_queue: ^d3d11.IInfoQueue,
  693. vertex_buffer_gpu: ^d3d11.IBuffer,
  694. all_samplers: map[^d3d11.ISamplerState]struct{},
  695. }
  696. create_swapchain :: proc(w, h: int) {
  697. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  698. Width = u32(w),
  699. Height = u32(h),
  700. Format = .B8G8R8A8_UNORM,
  701. SampleDesc = {
  702. Count = 1,
  703. },
  704. BufferUsage = {.RENDER_TARGET_OUTPUT},
  705. BufferCount = 2,
  706. Scaling = .STRETCH,
  707. SwapEffect = .DISCARD,
  708. }
  709. dxgi_factory: ^dxgi.IFactory2
  710. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  711. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  712. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  713. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  714. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  715. s.framebuffer->GetDesc(&depth_buffer_desc)
  716. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  717. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  718. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  719. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  720. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  721. }
  722. D3D11_Texture :: struct {
  723. handle: Texture_Handle,
  724. tex: ^d3d11.ITexture2D,
  725. view: ^d3d11.IShaderResourceView,
  726. format: Pixel_Format,
  727. filter: d3d11.FILTER,
  728. }
  729. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  730. switch f {
  731. case .Unknown: return .UNKNOWN
  732. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  733. case .RGB_32_Float: return .R32G32B32_FLOAT
  734. case .RG_32_Float: return .R32G32_FLOAT
  735. case .R_32_Float: return .R32_FLOAT
  736. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  737. case .RG_8_Norm: return .R8G8_UNORM
  738. case .R_8_Norm: return .R8_UNORM
  739. case .R_8_UInt: return .R8_UINT
  740. }
  741. log.error("Unknown format")
  742. return .UNKNOWN
  743. }
  744. // CHeck win errors and print message log if there is any error
  745. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  746. if hr >= 0 {
  747. return hr
  748. }
  749. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  750. log_messages(loc)
  751. return hr
  752. }
  753. log_messages :: proc(loc := #caller_location) {
  754. iq := s.info_queue
  755. if iq == nil {
  756. return
  757. }
  758. n := iq->GetNumStoredMessages()
  759. longest_msg: d3d11.SIZE_T
  760. for i in 0..=n {
  761. msglen: d3d11.SIZE_T
  762. iq->GetMessage(i, nil, &msglen)
  763. if msglen > longest_msg {
  764. longest_msg = msglen
  765. }
  766. }
  767. if longest_msg > 0 {
  768. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  769. for i in 0..=n {
  770. msglen: d3d11.SIZE_T
  771. iq->GetMessage(i, nil, &msglen)
  772. if msglen > 0 {
  773. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  774. iq->GetMessage(i, msg, &msglen)
  775. log.error(msg.pDescription, location = loc)
  776. }
  777. }
  778. }
  779. iq->ClearStoredMessages()
  780. }
  781. DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
  782. d3d11_default_shader_vertex_source :: proc() -> string {
  783. return string(DEFAULT_SHADER_SOURCE)
  784. }
  785. d3d11_default_shader_fragment_source :: proc() -> string {
  786. return string(DEFAULT_SHADER_SOURCE)
  787. }