render_backend_d3d11.odin 22 KB

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  1. #+build windows
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_INTERFACE_D3D11 :: Render_Backend_Interface {
  6. state_size = d3d11_state_size,
  7. init = d3d11_init,
  8. shutdown = d3d11_shutdown,
  9. clear = d3d11_clear,
  10. present = d3d11_present,
  11. draw = d3d11_draw,
  12. resize_swapchain = d3d11_resize_swapchain,
  13. get_swapchain_width = d3d11_get_swapchain_width,
  14. get_swapchain_height = d3d11_get_swapchain_height,
  15. flip_z = d3d11_flip_z,
  16. set_internal_state = d3d11_set_internal_state,
  17. create_texture = d3d11_create_texture,
  18. load_texture = d3d11_load_texture,
  19. update_texture = d3d11_update_texture,
  20. destroy_texture = d3d11_destroy_texture,
  21. load_shader = d3d11_load_shader,
  22. destroy_shader = d3d11_destroy_shader,
  23. default_shader_vertex_source = d3d11_default_shader_vertex_source,
  24. default_shader_fragment_source = d3d11_default_shader_fragment_source,
  25. }
  26. import d3d11 "vendor:directx/d3d11"
  27. import dxgi "vendor:directx/dxgi"
  28. import "vendor:directx/d3d_compiler"
  29. import "core:strings"
  30. import "core:log"
  31. import "core:slice"
  32. import "core:mem"
  33. import hm "handle_map"
  34. import "base:runtime"
  35. d3d11_state_size :: proc() -> int {
  36. return size_of(D3D11_State)
  37. }
  38. d3d11_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  39. s = (^D3D11_State)(state)
  40. s.allocator = allocator
  41. s.window_handle = dxgi.HWND(window_handle)
  42. s.width = swapchain_width
  43. s.height = swapchain_height
  44. feature_levels := [?]d3d11.FEATURE_LEVEL{
  45. ._11_1,
  46. ._11_0,
  47. }
  48. base_device: ^d3d11.IDevice
  49. base_device_context: ^d3d11.IDeviceContext
  50. base_device_flags := d3d11.CREATE_DEVICE_FLAGS {
  51. .BGRA_SUPPORT,
  52. }
  53. when ODIN_DEBUG {
  54. device_flags := base_device_flags + { .DEBUG }
  55. device_err := ch(d3d11.CreateDevice(
  56. nil,
  57. .HARDWARE,
  58. nil,
  59. device_flags,
  60. &feature_levels[0], len(feature_levels),
  61. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  62. if u32(device_err) == 0x887a002d {
  63. log.error("You're running in debug mode. So we are trying to create a debug D3D11 device. But you don't have DirectX SDK installed, so we can't enable debug layers. Creating a device without debug layers (you'll get no good D3D11 errors).")
  64. ch(d3d11.CreateDevice(
  65. nil,
  66. .HARDWARE,
  67. nil,
  68. base_device_flags,
  69. &feature_levels[0], len(feature_levels),
  70. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  71. } else {
  72. ch(base_device->QueryInterface(d3d11.IInfoQueue_UUID, (^rawptr)(&s.info_queue)))
  73. }
  74. } else {
  75. ch(d3d11.CreateDevice(
  76. nil,
  77. .HARDWARE,
  78. nil,
  79. base_device_flags,
  80. &feature_levels[0], len(feature_levels),
  81. d3d11.SDK_VERSION, &base_device, nil, &base_device_context))
  82. }
  83. ch(base_device->QueryInterface(d3d11.IDevice_UUID, (^rawptr)(&s.device)))
  84. ch(base_device_context->QueryInterface(d3d11.IDeviceContext_UUID, (^rawptr)(&s.device_context)))
  85. dxgi_device: ^dxgi.IDevice
  86. ch(s.device->QueryInterface(dxgi.IDevice_UUID, (^rawptr)(&dxgi_device)))
  87. base_device->Release()
  88. base_device_context->Release()
  89. ch(dxgi_device->GetAdapter(&s.dxgi_adapter))
  90. create_swapchain(swapchain_width, swapchain_height)
  91. rasterizer_desc := d3d11.RASTERIZER_DESC{
  92. FillMode = .SOLID,
  93. CullMode = .BACK,
  94. ScissorEnable = true,
  95. }
  96. ch(s.device->CreateRasterizerState(&rasterizer_desc, &s.rasterizer_state))
  97. depth_stencil_desc := d3d11.DEPTH_STENCIL_DESC{
  98. DepthEnable = true,
  99. DepthWriteMask = .ALL,
  100. DepthFunc = .LESS,
  101. }
  102. ch(s.device->CreateDepthStencilState(&depth_stencil_desc, &s.depth_stencil_state))
  103. vertex_buffer_desc := d3d11.BUFFER_DESC{
  104. ByteWidth = VERTEX_BUFFER_MAX,
  105. Usage = .DYNAMIC,
  106. BindFlags = {.VERTEX_BUFFER},
  107. CPUAccessFlags = {.WRITE},
  108. }
  109. ch(s.device->CreateBuffer(&vertex_buffer_desc, nil, &s.vertex_buffer_gpu))
  110. blend_desc := d3d11.BLEND_DESC {
  111. RenderTarget = {
  112. 0 = {
  113. BlendEnable = true,
  114. SrcBlend = .SRC_ALPHA,
  115. DestBlend = .INV_SRC_ALPHA,
  116. BlendOp = .ADD,
  117. SrcBlendAlpha = .ONE,
  118. DestBlendAlpha = .ZERO,
  119. BlendOpAlpha = .ADD,
  120. RenderTargetWriteMask = u8(d3d11.COLOR_WRITE_ENABLE_ALL),
  121. },
  122. },
  123. }
  124. ch(s.device->CreateBlendState(&blend_desc, &s.blend_state))
  125. sampler_desc := d3d11.SAMPLER_DESC{
  126. Filter = .MIN_MAG_MIP_POINT,
  127. AddressU = .WRAP,
  128. AddressV = .WRAP,
  129. AddressW = .WRAP,
  130. ComparisonFunc = .NEVER,
  131. }
  132. s.device->CreateSamplerState(&sampler_desc, &s.sampler_state)
  133. }
  134. d3d11_shutdown :: proc() {
  135. s.sampler_state->Release()
  136. s.framebuffer_view->Release()
  137. s.depth_buffer_view->Release()
  138. s.depth_buffer->Release()
  139. s.framebuffer->Release()
  140. s.device_context->Release()
  141. s.vertex_buffer_gpu->Release()
  142. s.depth_stencil_state->Release()
  143. s.rasterizer_state->Release()
  144. s.swapchain->Release()
  145. s.blend_state->Release()
  146. s.dxgi_adapter->Release()
  147. when ODIN_DEBUG {
  148. debug: ^d3d11.IDebug
  149. if ch(s.device->QueryInterface(d3d11.IDebug_UUID, (^rawptr)(&debug))) >= 0 {
  150. ch(debug->ReportLiveDeviceObjects({.DETAIL, .IGNORE_INTERNAL}))
  151. log_messages()
  152. }
  153. debug->Release()
  154. }
  155. s.device->Release()
  156. s.info_queue->Release()
  157. }
  158. d3d11_clear :: proc(color: Color) {
  159. c := f32_color_from_color(color)
  160. s.device_context->ClearRenderTargetView(s.framebuffer_view, &c)
  161. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  162. }
  163. d3d11_present :: proc() {
  164. ch(s.swapchain->Present(1, {}))
  165. }
  166. d3d11_draw :: proc(shd: Shader, texture: Texture_Handle, scissor: Maybe(Rect), vertex_buffer: []u8) {
  167. if len(vertex_buffer) == 0 {
  168. return
  169. }
  170. d3d_shd := hm.get(&s.shaders, shd.handle)
  171. if d3d_shd == nil {
  172. return
  173. }
  174. dc := s.device_context
  175. vb_data: d3d11.MAPPED_SUBRESOURCE
  176. ch(dc->Map(s.vertex_buffer_gpu, 0, .WRITE_DISCARD, {}, &vb_data))
  177. {
  178. gpu_map := slice.from_ptr((^u8)(vb_data.pData), VERTEX_BUFFER_MAX)
  179. copy(
  180. gpu_map,
  181. vertex_buffer,
  182. )
  183. }
  184. dc->Unmap(s.vertex_buffer_gpu, 0)
  185. dc->IASetPrimitiveTopology(.TRIANGLELIST)
  186. dc->IASetInputLayout(d3d_shd.input_layout)
  187. vertex_buffer_offset: u32
  188. vertex_buffer_stride := u32(shd.vertex_size)
  189. dc->IASetVertexBuffers(0, 1, &s.vertex_buffer_gpu, &vertex_buffer_stride, &vertex_buffer_offset)
  190. dc->VSSetShader(d3d_shd.vertex_shader, nil, 0)
  191. assert(len(shd.constants) == len(d3d_shd.constants))
  192. maps := make([]rawptr, len(d3d_shd.constant_buffers), frame_allocator)
  193. cpu_data := shd.constants_data
  194. for cidx in 0..<len(shd.constants) {
  195. cpu_loc := shd.constants[cidx]
  196. gpu_loc := d3d_shd.constants[cidx]//cpu_loc.gpu_constant_idx]
  197. gpu_buffer_info := d3d_shd.constant_buffers[gpu_loc.buffer_idx]
  198. gpu_data := gpu_buffer_info.gpu_data
  199. if gpu_data == nil {
  200. continue
  201. }
  202. if maps[gpu_loc.buffer_idx] == nil {
  203. // We do this little dance with the 'maps' array so we only have to map the memory once.
  204. // There can be multiple constants within a single constant buffer. So mapping and
  205. // unmapping for each one is slow.
  206. map_data: d3d11.MAPPED_SUBRESOURCE
  207. ch(dc->Map(gpu_data, 0, .WRITE_DISCARD, {}, &map_data))
  208. maps[gpu_loc.buffer_idx] = map_data.pData
  209. }
  210. data_slice := slice.bytes_from_ptr(maps[gpu_loc.buffer_idx], gpu_buffer_info.size)
  211. dst := data_slice[gpu_loc.offset:gpu_loc.offset+u32(cpu_loc.size)]
  212. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  213. copy(dst, src)
  214. }
  215. for &cb, cb_idx in d3d_shd.constant_buffers {
  216. if .Vertex in cb.bound_shaders {
  217. dc->VSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  218. }
  219. if .Pixel in cb.bound_shaders {
  220. dc->PSSetConstantBuffers(cb.bind_point, 1, &cb.gpu_data)
  221. }
  222. if maps[cb_idx] != nil {
  223. dc->Unmap(cb.gpu_data, 0)
  224. maps[cb_idx] = nil
  225. }
  226. }
  227. viewport := d3d11.VIEWPORT{
  228. 0, 0,
  229. f32(s.width), f32(s.height),
  230. 0, 1,
  231. }
  232. dc->RSSetViewports(1, &viewport)
  233. dc->RSSetState(s.rasterizer_state)
  234. scissor_rect := d3d11.RECT {
  235. right = i32(s.width),
  236. bottom = i32(s.height),
  237. }
  238. if sciss, sciss_ok := scissor.?; sciss_ok {
  239. scissor_rect = d3d11.RECT {
  240. left = i32(sciss.x),
  241. top = i32(sciss.y),
  242. right = i32(sciss.x + sciss.w),
  243. bottom = i32(sciss.y + sciss.h),
  244. }
  245. }
  246. dc->RSSetScissorRects(1, &scissor_rect)
  247. dc->PSSetShader(d3d_shd.pixel_shader, nil, 0)
  248. if t := hm.get(&s.textures, texture); t != nil {
  249. dc->PSSetShaderResources(0, 1, &t.view)
  250. }
  251. dc->PSSetSamplers(0, 1, &s.sampler_state)
  252. dc->OMSetRenderTargets(1, &s.framebuffer_view, s.depth_buffer_view)
  253. dc->OMSetDepthStencilState(s.depth_stencil_state, 0)
  254. dc->OMSetBlendState(s.blend_state, nil, ~u32(0))
  255. dc->Draw(u32(len(vertex_buffer)/shd.vertex_size), 0)
  256. log_messages()
  257. }
  258. d3d11_resize_swapchain :: proc(w, h: int) {
  259. s.depth_buffer->Release()
  260. s.depth_buffer_view->Release()
  261. s.framebuffer->Release()
  262. s.framebuffer_view->Release()
  263. s.swapchain->Release()
  264. s.width = w
  265. s.height = h
  266. create_swapchain(w, h)
  267. }
  268. d3d11_get_swapchain_width :: proc() -> int {
  269. return s.width
  270. }
  271. d3d11_get_swapchain_height :: proc() -> int {
  272. return s.height
  273. }
  274. d3d11_flip_z :: proc() -> bool {
  275. return true
  276. }
  277. d3d11_set_internal_state :: proc(state: rawptr) {
  278. s = (^D3D11_State)(state)
  279. }
  280. d3d11_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  281. texture_desc := d3d11.TEXTURE2D_DESC{
  282. Width = u32(width),
  283. Height = u32(height),
  284. MipLevels = 1,
  285. ArraySize = 1,
  286. // TODO: _SRGB or not?
  287. Format = dxgi_format_from_pixel_format(format),
  288. SampleDesc = {Count = 1},
  289. Usage = .DEFAULT,
  290. BindFlags = {.SHADER_RESOURCE},
  291. }
  292. texture: ^d3d11.ITexture2D
  293. s.device->CreateTexture2D(&texture_desc, nil, &texture)
  294. texture_view: ^d3d11.IShaderResourceView
  295. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  296. tex := D3D11_Texture {
  297. tex = texture,
  298. format = format,
  299. view = texture_view,
  300. }
  301. return hm.add(&s.textures, tex)
  302. }
  303. d3d11_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  304. texture_desc := d3d11.TEXTURE2D_DESC{
  305. Width = u32(width),
  306. Height = u32(height),
  307. MipLevels = 1,
  308. ArraySize = 1,
  309. // TODO: _SRGB or not?
  310. Format = dxgi_format_from_pixel_format(format),
  311. SampleDesc = {Count = 1},
  312. Usage = .DEFAULT,
  313. BindFlags = {.SHADER_RESOURCE},
  314. }
  315. texture_data := d3d11.SUBRESOURCE_DATA{
  316. pSysMem = raw_data(data),
  317. SysMemPitch = u32(width * pixel_format_size(format)),
  318. }
  319. texture: ^d3d11.ITexture2D
  320. s.device->CreateTexture2D(&texture_desc, &texture_data, &texture)
  321. texture_view: ^d3d11.IShaderResourceView
  322. s.device->CreateShaderResourceView(texture, nil, &texture_view)
  323. tex := D3D11_Texture {
  324. tex = texture,
  325. format = format,
  326. view = texture_view,
  327. }
  328. return hm.add(&s.textures, tex)
  329. }
  330. d3d11_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  331. tex := hm.get(&s.textures, th)
  332. if tex == nil {
  333. return false
  334. }
  335. box := d3d11.BOX {
  336. left = u32(rect.x),
  337. top = u32(rect.y),
  338. bottom = u32(rect.y + rect.h),
  339. right = u32(rect.x + rect.w),
  340. back = 1,
  341. front = 0,
  342. }
  343. row_pitch := pixel_format_size(tex.format) * int(rect.w)
  344. s.device_context->UpdateSubresource(tex.tex, 0, &box, raw_data(data), u32(row_pitch), 0)
  345. return true
  346. }
  347. d3d11_destroy_texture :: proc(th: Texture_Handle) {
  348. if t := hm.get(&s.textures, th); t != nil {
  349. t.tex->Release()
  350. t.view->Release()
  351. }
  352. hm.remove(&s.textures, th)
  353. }
  354. d3d11_load_shader :: proc(
  355. vs_source: string,
  356. ps_source: string,
  357. desc_allocator := frame_allocator,
  358. layout_formats: []Pixel_Format = {},
  359. ) -> (
  360. handle: Shader_Handle,
  361. desc: Shader_Desc,
  362. ) {
  363. vs_blob: ^d3d11.IBlob
  364. vs_blob_errors: ^d3d11.IBlob
  365. 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))
  366. if vs_blob_errors != nil {
  367. log.error("Failed compiling shader:")
  368. log.error(strings.string_from_ptr((^u8)(vs_blob_errors->GetBufferPointer()), int(vs_blob_errors->GetBufferSize())))
  369. return
  370. }
  371. // VERTEX SHADER
  372. vertex_shader: ^d3d11.IVertexShader
  373. ch(s.device->CreateVertexShader(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), nil, &vertex_shader))
  374. vs_ref: ^d3d11.IShaderReflection
  375. ch(d3d_compiler.Reflect(vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&vs_ref)))
  376. vs_desc: d3d11.SHADER_DESC
  377. ch(vs_ref->GetDesc(&vs_desc))
  378. {
  379. desc.inputs = make([]Shader_Input, vs_desc.InputParameters, desc_allocator)
  380. assert(len(layout_formats) == 0 || len(layout_formats) == len(desc.inputs))
  381. for in_idx in 0..<vs_desc.InputParameters {
  382. in_desc: d3d11.SIGNATURE_PARAMETER_DESC
  383. if ch(vs_ref->GetInputParameterDesc(in_idx, &in_desc)) < 0 {
  384. log.errorf("Invalid shader input: %v", in_idx)
  385. continue
  386. }
  387. type: Shader_Input_Type
  388. if in_desc.SemanticIndex > 0 {
  389. log.errorf("Matrix shader input types not yet implemented")
  390. continue
  391. }
  392. switch in_desc.ComponentType {
  393. case .UNKNOWN: log.errorf("Unknown component type")
  394. case .UINT32: log.errorf("Not implemented")
  395. case .SINT32: log.errorf("Not implemented")
  396. case .FLOAT32:
  397. switch in_desc.Mask {
  398. case 0: log.errorf("Invalid input mask"); continue
  399. case 1: type = .F32
  400. case 3: type = .Vec2
  401. case 7: type = .Vec3
  402. case 15: type = .Vec4
  403. }
  404. }
  405. name := strings.clone_from_cstring(in_desc.SemanticName, desc_allocator)
  406. format := len(layout_formats) > 0 ? layout_formats[in_idx] : get_shader_input_format(name, type)
  407. desc.inputs[in_idx] = {
  408. name = name,
  409. register = int(in_idx),
  410. format = format,
  411. type = type,
  412. }
  413. }
  414. }
  415. constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
  416. d3d_constants := make([dynamic]D3D11_Shader_Constant, s.allocator)
  417. d3d_constant_buffers := make([dynamic]D3D11_Shader_Constant_Buffer, s.allocator)
  418. reflect_shader_constants(
  419. vs_desc,
  420. vs_ref,
  421. &constant_descs,
  422. &d3d_constants,
  423. &d3d_constant_buffers,
  424. desc_allocator,
  425. .Vertex,
  426. )
  427. input_layout_desc := make([]d3d11.INPUT_ELEMENT_DESC, len(desc.inputs), frame_allocator)
  428. for idx in 0..<len(desc.inputs) {
  429. input := desc.inputs[idx]
  430. input_layout_desc[idx] = {
  431. SemanticName = frame_cstring(input.name),
  432. Format = dxgi_format_from_pixel_format(input.format),
  433. AlignedByteOffset = idx == 0 ? 0 : d3d11.APPEND_ALIGNED_ELEMENT,
  434. InputSlotClass = .VERTEX_DATA,
  435. }
  436. }
  437. input_layout: ^d3d11.IInputLayout
  438. ch(s.device->CreateInputLayout(raw_data(input_layout_desc), u32(len(input_layout_desc)), vs_blob->GetBufferPointer(), vs_blob->GetBufferSize(), &input_layout))
  439. // PIXEL SHADER
  440. ps_blob: ^d3d11.IBlob
  441. ps_blob_errors: ^d3d11.IBlob
  442. 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))
  443. if ps_blob_errors != nil {
  444. log.error("Failed compiling shader:")
  445. log.error(strings.string_from_ptr((^u8)(ps_blob_errors->GetBufferPointer()), int(ps_blob_errors->GetBufferSize())))
  446. return
  447. }
  448. pixel_shader: ^d3d11.IPixelShader
  449. ch(s.device->CreatePixelShader(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), nil, &pixel_shader))
  450. ps_ref: ^d3d11.IShaderReflection
  451. ch(d3d_compiler.Reflect(ps_blob->GetBufferPointer(), ps_blob->GetBufferSize(), d3d11.ID3D11ShaderReflection_UUID, (^rawptr)(&ps_ref)))
  452. ps_desc: d3d11.SHADER_DESC
  453. ch(ps_ref->GetDesc(&ps_desc))
  454. reflect_shader_constants(
  455. ps_desc,
  456. ps_ref,
  457. &constant_descs,
  458. &d3d_constants,
  459. &d3d_constant_buffers,
  460. desc_allocator,
  461. .Pixel,
  462. )
  463. // ----
  464. desc.constants = constant_descs[:]
  465. d3d_shd := D3D11_Shader {
  466. constants = d3d_constants[:],
  467. constant_buffers = d3d_constant_buffers[:],
  468. vertex_shader = vertex_shader,
  469. pixel_shader = pixel_shader,
  470. input_layout = input_layout,
  471. }
  472. h := hm.add(&s.shaders, d3d_shd)
  473. return h, desc
  474. }
  475. D3D11_Shader_Type :: enum {
  476. Vertex,
  477. Pixel,
  478. }
  479. reflect_shader_constants :: proc(
  480. d3d_desc: d3d11.SHADER_DESC,
  481. ref: ^d3d11.IShaderReflection,
  482. constant_descs: ^[dynamic]Shader_Constant_Desc,
  483. d3d_constants: ^[dynamic]D3D11_Shader_Constant,
  484. d3d_constant_buffers: ^[dynamic]D3D11_Shader_Constant_Buffer,
  485. desc_allocator: runtime.Allocator,
  486. shader_type: D3D11_Shader_Type,
  487. ) {
  488. for br_idx in 0..<d3d_desc.BoundResources {
  489. bind_desc: d3d11.SHADER_INPUT_BIND_DESC
  490. ref->GetResourceBindingDesc(br_idx, &bind_desc)
  491. #partial switch bind_desc.Type {
  492. case .CBUFFER:
  493. cb_info := ref->GetConstantBufferByName(bind_desc.Name)
  494. if cb_info == nil {
  495. continue
  496. }
  497. cb_desc: d3d11.SHADER_BUFFER_DESC
  498. cb_info->GetDesc(&cb_desc)
  499. if cb_desc.Size == 0 {
  500. continue
  501. }
  502. constant_buffer_desc := d3d11.BUFFER_DESC{
  503. ByteWidth = cb_desc.Size,
  504. Usage = .DYNAMIC,
  505. BindFlags = {.CONSTANT_BUFFER},
  506. CPUAccessFlags = {.WRITE},
  507. }
  508. buffer_idx := -1
  509. for &existing, existing_idx in d3d_constant_buffers {
  510. if existing.bind_point == bind_desc.BindPoint {
  511. existing.bound_shaders += {shader_type}
  512. buffer_idx = existing_idx
  513. break
  514. }
  515. }
  516. if buffer_idx == -1 {
  517. buffer_idx = len(d3d_constant_buffers)
  518. buf := D3D11_Shader_Constant_Buffer {
  519. bound_shaders = {shader_type},
  520. }
  521. ch(s.device->CreateBuffer(&constant_buffer_desc, nil, &buf.gpu_data))
  522. buf.size = int(cb_desc.Size)
  523. buf.bind_point = bind_desc.BindPoint
  524. append(d3d_constant_buffers, buf)
  525. }
  526. for var_idx in 0..<cb_desc.Variables {
  527. var_info := cb_info->GetVariableByIndex(var_idx)
  528. if var_info == nil {
  529. continue
  530. }
  531. var_desc: d3d11.SHADER_VARIABLE_DESC
  532. var_info->GetDesc(&var_desc)
  533. if var_desc.Name != "" {
  534. append(constant_descs, Shader_Constant_Desc {
  535. name = strings.clone_from_cstring(var_desc.Name, desc_allocator),
  536. size = int(var_desc.Size),
  537. })
  538. append(d3d_constants, D3D11_Shader_Constant {
  539. buffer_idx = u32(buffer_idx),
  540. offset = var_desc.StartOffset,
  541. })
  542. }
  543. }
  544. case:
  545. log.errorf("Type is %v", bind_desc.Type)
  546. }
  547. }
  548. }
  549. d3d11_destroy_shader :: proc(h: Shader_Handle) {
  550. shd := hm.get(&s.shaders, h)
  551. if shd == nil {
  552. log.errorf("Invalid shader: %v", h)
  553. return
  554. }
  555. shd.input_layout->Release()
  556. shd.vertex_shader->Release()
  557. shd.pixel_shader->Release()
  558. for c in shd.constant_buffers {
  559. if c.gpu_data != nil {
  560. c.gpu_data->Release()
  561. }
  562. }
  563. delete(shd.constant_buffers, s.allocator)
  564. hm.remove(&s.shaders, h)
  565. }
  566. // API END
  567. s: ^D3D11_State
  568. D3D11_Shader_Constant_Buffer :: struct {
  569. gpu_data: ^d3d11.IBuffer,
  570. size: int,
  571. bound_shaders: bit_set[D3D11_Shader_Type],
  572. bind_point: u32,
  573. }
  574. D3D11_Shader_Constant :: struct {
  575. buffer_idx: u32,
  576. offset: u32,
  577. }
  578. D3D11_Shader :: struct {
  579. handle: Shader_Handle,
  580. vertex_shader: ^d3d11.IVertexShader,
  581. pixel_shader: ^d3d11.IPixelShader,
  582. input_layout: ^d3d11.IInputLayout,
  583. constant_buffers: []D3D11_Shader_Constant_Buffer,
  584. constants: []D3D11_Shader_Constant,
  585. }
  586. D3D11_State :: struct {
  587. allocator: runtime.Allocator,
  588. window_handle: dxgi.HWND,
  589. width: int,
  590. height: int,
  591. dxgi_adapter: ^dxgi.IAdapter,
  592. swapchain: ^dxgi.ISwapChain1,
  593. framebuffer_view: ^d3d11.IRenderTargetView,
  594. depth_buffer_view: ^d3d11.IDepthStencilView,
  595. device_context: ^d3d11.IDeviceContext,
  596. depth_stencil_state: ^d3d11.IDepthStencilState,
  597. rasterizer_state: ^d3d11.IRasterizerState,
  598. device: ^d3d11.IDevice,
  599. depth_buffer: ^d3d11.ITexture2D,
  600. framebuffer: ^d3d11.ITexture2D,
  601. blend_state: ^d3d11.IBlendState,
  602. sampler_state: ^d3d11.ISamplerState,
  603. textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
  604. shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
  605. info_queue: ^d3d11.IInfoQueue,
  606. vertex_buffer_gpu: ^d3d11.IBuffer,
  607. }
  608. create_swapchain :: proc(w, h: int) {
  609. swapchain_desc := dxgi.SWAP_CHAIN_DESC1 {
  610. Width = u32(w),
  611. Height = u32(h),
  612. Format = .B8G8R8A8_UNORM,
  613. SampleDesc = {
  614. Count = 1,
  615. },
  616. BufferUsage = {.RENDER_TARGET_OUTPUT},
  617. BufferCount = 2,
  618. Scaling = .STRETCH,
  619. SwapEffect = .DISCARD,
  620. }
  621. dxgi_factory: ^dxgi.IFactory2
  622. ch(s.dxgi_adapter->GetParent(dxgi.IFactory2_UUID, (^rawptr)(&dxgi_factory)))
  623. ch(dxgi_factory->CreateSwapChainForHwnd(s.device, s.window_handle, &swapchain_desc, nil, nil, &s.swapchain))
  624. ch(s.swapchain->GetBuffer(0, d3d11.ITexture2D_UUID, (^rawptr)(&s.framebuffer)))
  625. ch(s.device->CreateRenderTargetView(s.framebuffer, nil, &s.framebuffer_view))
  626. depth_buffer_desc: d3d11.TEXTURE2D_DESC
  627. s.framebuffer->GetDesc(&depth_buffer_desc)
  628. depth_buffer_desc.Format = .D24_UNORM_S8_UINT
  629. depth_buffer_desc.BindFlags = {.DEPTH_STENCIL}
  630. ch(s.device->CreateTexture2D(&depth_buffer_desc, nil, &s.depth_buffer))
  631. ch(s.device->CreateDepthStencilView(s.depth_buffer, nil, &s.depth_buffer_view))
  632. s.device_context->ClearDepthStencilView(s.depth_buffer_view, {.DEPTH}, 1, 0)
  633. }
  634. D3D11_Texture :: struct {
  635. handle: Texture_Handle,
  636. tex: ^d3d11.ITexture2D,
  637. view: ^d3d11.IShaderResourceView,
  638. format: Pixel_Format,
  639. }
  640. dxgi_format_from_pixel_format :: proc(f: Pixel_Format) -> dxgi.FORMAT {
  641. switch f {
  642. case .Unknown: return .UNKNOWN
  643. case .RGBA_32_Float: return .R32G32B32A32_FLOAT
  644. case .RGB_32_Float: return .R32G32B32_FLOAT
  645. case .RG_32_Float: return .R32G32_FLOAT
  646. case .R_32_Float: return .R32_FLOAT
  647. case .RGBA_8_Norm: return .R8G8B8A8_UNORM
  648. case .RG_8_Norm: return .R8G8_UNORM
  649. case .R_8_Norm: return .R8_UNORM
  650. case .R_8_UInt: return .R8_UINT
  651. }
  652. log.error("Unknown format")
  653. return .UNKNOWN
  654. }
  655. // CHeck win errors and print message log if there is any error
  656. ch :: proc(hr: dxgi.HRESULT, loc := #caller_location) -> dxgi.HRESULT {
  657. if hr >= 0 {
  658. return hr
  659. }
  660. log.errorf("d3d11 error: %0x", u32(hr), location = loc)
  661. log_messages(loc)
  662. return hr
  663. }
  664. log_messages :: proc(loc := #caller_location) {
  665. iq := s.info_queue
  666. if iq == nil {
  667. return
  668. }
  669. n := iq->GetNumStoredMessages()
  670. longest_msg: d3d11.SIZE_T
  671. for i in 0..=n {
  672. msglen: d3d11.SIZE_T
  673. iq->GetMessage(i, nil, &msglen)
  674. if msglen > longest_msg {
  675. longest_msg = msglen
  676. }
  677. }
  678. if longest_msg > 0 {
  679. msg_raw_ptr, _ := (mem.alloc(int(longest_msg), allocator = frame_allocator))
  680. for i in 0..=n {
  681. msglen: d3d11.SIZE_T
  682. iq->GetMessage(i, nil, &msglen)
  683. if msglen > 0 {
  684. msg := (^d3d11.MESSAGE)(msg_raw_ptr)
  685. iq->GetMessage(i, msg, &msglen)
  686. log.error(msg.pDescription, location = loc)
  687. }
  688. }
  689. }
  690. iq->ClearStoredMessages()
  691. }
  692. DEFAULT_SHADER_SOURCE :: #load("shader.hlsl")
  693. d3d11_default_shader_vertex_source :: proc() -> string {
  694. return string(DEFAULT_SHADER_SOURCE)
  695. }
  696. d3d11_default_shader_fragment_source :: proc() -> string {
  697. return string(DEFAULT_SHADER_SOURCE)
  698. }