power_play/src/gpu_dx11.c

2162 lines
74 KiB
C

#if !DX12_TEST
#include "gpu.h"
#include "resource.h"
#include "sys.h"
#include "memory.h"
#include "arena.h"
#include "scratch.h"
#include "string.h"
#include "math.h"
#include "inc.h"
#include "sprite.h"
#include "log.h"
#include "gstat.h"
#pragma warning(push, 0)
# define UNICODE
# define COBJMACROS
# include <Windows.h>
# include <d3d11.h>
# include <d3dcompiler.h>
# include <dxgidebug.h>
# include <dxgi1_4.h>
#pragma warning(pop)
#pragma comment(lib, "d3d11")
#pragma comment(lib, "dxgi")
#pragma comment(lib, "dxguid")
#pragma comment(lib, "d3dcompiler")
/* FIXME: Enable this and resolve unreleased references */
#if RTC
# define DX11_DEBUG 0
# define DX11_SHADER_DEBUG 1
#else
# define DX11_DEBUG 0
# define DX11_SHADER_DEBUG 0
#endif
#define DX11_BACKBUFFER_RECREATION_DELAY (1.0 / 30.0)
#define DX11_WAIT_FRAME_LATENCY 1
#define DX11_ALLOW_TEARING 1
#define DX11_SWAPCHAIN_FLAGS ((DX11_ALLOW_TEARING * DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING) | (DX11_WAIT_FRAME_LATENCY * DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT))
#define DX11_SWAPCHAIN_FORMAT (DXGI_FORMAT_R8G8B8A8_UNORM)
#define DX11_SWAPCHAIN_RTV_FORMAT (DXGI_FORMAT_R8G8B8A8_UNORM_SRGB)
/* FIXME: Remove this */
#include "draw.h"
enum dx11_shader_kind {
DX11_SHADER_KIND_NONE,
DX11_SHADER_KIND_MESH,
DX11_SHADER_KIND_TEXTURE,
DX11_SHADER_KIND_GRID,
DX11_SHADER_KIND_TEST,
NUM_DX11_SHADER_KINDS
};
enum dx11_handle_kind {
DX11_HANDLE_KIND_NONE,
DX11_HANDLE_KIND_TEXTURE,
DX11_HANDLE_KIND_PLAN,
NUM_DX11_HANDLE_KINDS
};
struct dx11_handle_header {
enum dx11_handle_kind kind;
};
struct dx11_shader {
enum dx11_shader_kind kind;
b32 valid; /* Is this shader allocated */
ID3D11InputLayout *input_layout;
ID3D11VertexShader *vs;
ID3D11PixelShader *ps;
};
struct dx11_buffer {
D3D11_BUFFER_DESC desc;
/* Cpu buffer */
struct arena *cpu_buffer_arena;
u8 *cpu_buffer;
/* Gpu buffer */
ID3D11ShaderResourceView *srv;
ID3D11Buffer *gpu_buffer;
u64 gpu_buffer_pos;
u64 gpu_buffer_capacity;
struct dx11_buffer *next_free;
};
struct dx11_cmd_buffers {
union {
struct {
struct dx11_buffer *vertex_buffer;
struct dx11_buffer *index_buffer;
} mesh;
struct {
struct dx11_buffer *instance_buffer;
} texture;
struct {
struct dx11_buffer *instance_buffer;
} grid;
};
};
struct dx11_cmd {
enum gpu_cmd_kind kind;
union {
struct {
struct xform xf;
} view;
struct {
u32 vertex_offset;
u32 vertex_count;
u32 index_offset;
u32 index_count;
} mesh;
struct {
struct gpu_handle texture; /* Overrides sprite if set */
struct sprite_tag sprite;
u32 instance_offset;
u32 instance_count;
} texture;
struct {
u32 instance_offset;
u32 instance_count;
} grid;
struct {
u32 instance_offset;
u32 instance_count;
} test;
};
struct dx11_cmd *next;
};
struct dx11_plan {
struct dx11_handle_header header;
/* Commands w/ data still in cpu memory */
struct arena *cpu_cmds_arena;
struct dx11_cmd *cpu_first_cmd;
struct dx11_cmd *cpu_last_cmd;
/* Commands w/ buffer data submitted to video memory */
struct arena *gpu_cmds_arena;
struct dx11_cmd *gpu_first_cmd;
struct dx11_cmd *gpu_last_cmd;
struct {
struct {
struct dx11_buffer *vertex_buffer;
struct dx11_buffer *index_buffer;
} mesh;
struct {
struct dx11_buffer *instance_buffer;
} texture;
struct {
struct dx11_buffer *instance_buffer;
} grid;
struct {
struct dx11_buffer *instance_buffer;
} test;
} cmd_buffers;
struct dx11_buffer *constant_buffer;
struct dx11_plan *next_free;
};
struct dx11_texture {
struct dx11_handle_header header;
ID3D11Texture2D *texture;
ID3D11ShaderResourceView *srv;
ID3D11RenderTargetView *rtv;
struct v2i32 size;
struct dx11_texture *next_free;
};
/* ========================== *
* Global state
* ========================== */
struct dx11_shader_desc {
enum dx11_shader_kind kind;
char *name_cstr;
D3D11_INPUT_ELEMENT_DESC input_layout_desc[64]; /* NULL terminated array */
/* Internal */
#if RESOURCE_RELOADING
struct arena *includes_arena;
struct sys_mutex includes_mutex;
struct dict includes_dict;
struct atomic_i32 is_dirty;
#endif
};
GLOBAL struct {
struct arena *arena;
#if PROFILING
struct __prof_dx11_ctx *profiling_ctx;
#endif
ID3D11Device *dev;
ID3D11DeviceContext *devcon;
IDXGISwapChain2 *swapchain;
HANDLE swapchain_waitable;
struct dx11_texture backbuffer_texture;
i64 last_backbuffer_resize_ns;
ID3D11BlendState *blend_state;
ID3D11RasterizerState *rasterizer_state;
ID3D11DepthStencilState *depth_stencil_state;
ID3D11SamplerState *sampler_state;
/* Buffer pool */
struct sys_mutex buffers_mutex;
struct arena *buffers_arena;
struct dx11_buffer *first_free_buffer;
/* Plan pool */
struct sys_mutex plans_mutex;
struct arena *plans_arena;
struct dx11_plan *first_free_plan;
/* Dispatch state pool */
struct sys_mutex dispatch_states_mutex;
struct arena *dispatch_states_arena;
struct dx11_dispatch_state *first_free_dispatch_state;
/* Texture pool */
struct sys_mutex textures_mutex;
struct arena *textures_arena;
struct dx11_texture *first_free_texture;
/* Shaders */
struct dx11_shader shaders[NUM_DX11_SHADER_KINDS];
struct dx11_shader_desc shader_info[NUM_DX11_SHADER_KINDS];
/* Dummy buffers */
struct dx11_buffer *dummy_vertex_buffer;
struct dx11_buffer *quad_index_buffer;
/* Blit plan */
struct gpu_handle present_blit_plan;
} G = ZI, DEBUG_ALIAS(G, G_gpu_dx11);
/* ========================== *
* Startup
* ========================== */
INTERNAL void init_shader_table(void);
INTERNAL void reload_shader(struct dx11_shader *shader, struct dx11_shader_desc *desc);
INTERNAL struct dx11_buffer *dx11_buffer_alloc(struct D3D11_BUFFER_DESC desc, D3D11_SUBRESOURCE_DATA *initial_data);
#if RESOURCE_RELOADING
INTERNAL RESOURCE_WATCH_CALLBACK_FUNC_DEF(shader_resource_watch_callback, name);
#endif
struct gpu_startup_receipt gpu_startup(struct work_startup_receipt *work_sr, struct sys_window *window)
{
__prof;
(UNUSED)work_sr;
G.arena = arena_alloc(GIGABYTE(64));
/* Initialize buffers pool */
G.buffers_mutex = sys_mutex_alloc();
G.buffers_arena = arena_alloc(GIGABYTE(64));
/* Initialize plans pool */
G.plans_mutex = sys_mutex_alloc();
G.plans_arena = arena_alloc(GIGABYTE(64));
/* Initialize dispatch state pool */
G.dispatch_states_mutex = sys_mutex_alloc();
G.dispatch_states_arena = arena_alloc(GIGABYTE(64));
/* Initialize texture pool */
G.textures_mutex = sys_mutex_alloc();
G.textures_arena = arena_alloc(GIGABYTE(64));
/* Initialize shader table */
init_shader_table();
HRESULT hr;
ID3D11Device *device = NULL;
ID3D11DeviceContext *context = NULL;
IDXGISwapChain2 *swapchain = NULL;
/* Create D3D11 device & context */
{
#if DX11_DEBUG
u32 flags = D3D11_CREATE_DEVICE_DEBUG;
#else
u32 flags = 0;
#endif
D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
hr = D3D11CreateDevice(
NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
flags,
levels,
ARRAY_COUNT(levels),
D3D11_SDK_VERSION,
&device,
NULL,
&context
);
ASSERT(SUCCEEDED(hr));
}
#if DX11_DEBUG
/* D3D11 Debug break */
{
ID3D11InfoQueue *info;
ID3D11Device_QueryInterface(device, &IID_ID3D11InfoQueue, (void **)&info);
ID3D11InfoQueue_SetBreakOnSeverity(info, D3D11_MESSAGE_SEVERITY_CORRUPTION, TRUE);
ID3D11InfoQueue_SetBreakOnSeverity(info, D3D11_MESSAGE_SEVERITY_ERROR, TRUE);
ID3D11InfoQueue_Release(info);
}
/* DXGI Debug break */
{
IDXGIInfoQueue *dxgi_info;
hr = DXGIGetDebugInterface1(0, &IID_IDXGIInfoQueue, (void **)&dxgi_info);
ASSERT(SUCCEEDED(hr));
IDXGIInfoQueue_SetBreakOnSeverity(dxgi_info, DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
IDXGIInfoQueue_SetBreakOnSeverity(dxgi_info, DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
IDXGIInfoQueue_Release(dxgi_info);
}
#endif
/* Create swap chain */
{
HWND hwnd = (HWND)sys_window_get_internal_handle(window);
/* Get DXGI device from D3D11 device */
IDXGIDevice *dxgiDevice;
hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgiDevice);
ASSERT(SUCCEEDED(hr));
/* Get DXGI adapter from DXGI device */
IDXGIAdapter *dxgiAdapter;
hr = IDXGIDevice_GetAdapter(dxgiDevice, &dxgiAdapter);
ASSERT(SUCCEEDED(hr));
/* Get DXGI factory from DXGI adapter */
IDXGIFactory2 *factory;
hr = IDXGIAdapter_GetParent(dxgiAdapter, &IID_IDXGIFactory2, (void **)&factory);
ASSERT(SUCCEEDED(hr));
DXGI_SWAP_CHAIN_DESC1 desc = {
.Format = DX11_SWAPCHAIN_FORMAT,
.SampleDesc = { 1, 0 },
.BufferUsage = DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_RENDER_TARGET_OUTPUT,
.BufferCount = 3,
.Scaling = DXGI_SCALING_NONE,
.Flags = DX11_SWAPCHAIN_FLAGS,
.AlphaMode = DXGI_ALPHA_MODE_IGNORE,
.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD
};
IDXGISwapChain1 *swapchain1 = NULL;
hr = IDXGIFactory2_CreateSwapChainForHwnd(factory, (IUnknown *)device, hwnd, &desc, NULL, NULL, &swapchain1);
ASSERT(SUCCEEDED(hr));
if (SUCCEEDED(hr)) {
IDXGISwapChain1_QueryInterface(swapchain1, &IID_IDXGISwapChain2, (void **)&swapchain);
}
/* Disable Alt+Enter changing monitor resolution to match window size */
IDXGIFactory_MakeWindowAssociation(factory, hwnd, DXGI_MWA_NO_ALT_ENTER);
IDXGISwapChain1_Release(swapchain1);
IDXGIFactory2_Release(factory);
IDXGIAdapter_Release(dxgiAdapter);
IDXGIDevice_Release(dxgiDevice);
}
if (!SUCCEEDED(hr) || !device || !context || !swapchain) {
/* Gpu initialization failure */
/* TODO: Better message */
sys_panic(LIT("Failed to initialize DirectX 11"));
}
G.dev = device;
G.devcon = context;
G.swapchain = swapchain;
/* Create the swapchain waitable object */
#if DX11_WAIT_FRAME_LATENCY
if (G.swapchain != NULL) {
IDXGISwapChain2_SetMaximumFrameLatency(G.swapchain, 1);
G.swapchain_waitable = IDXGISwapChain2_GetFrameLatencyWaitableObject(G.swapchain);
ASSERT(G.swapchain_waitable != NULL);
}
#endif
struct string prof_ctx_name = LIT("D3d11 Context");
(UNUSED)prof_ctx_name;
__prof_dx11_ctx_alloc(G.profiling_ctx, G.dev, G.devcon, prof_ctx_name.text, prof_ctx_name.len);
/* Create the blend state */
{
__profscope(create_blend_state);
const f32 blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
/* TODO: Actually go over these (just want alpha blending/transparency) */
D3D11_BLEND_DESC desc = {
.AlphaToCoverageEnable = false,
.RenderTarget[0].BlendEnable = true,
.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA,
.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA,
.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD,
.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE,
.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA,
.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD,
.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL
};
/* FIXME: Free this? */
ID3D11Device_CreateBlendState(G.dev, &desc, &G.blend_state);
ID3D11DeviceContext_OMSetBlendState(G.devcon, G.blend_state, blend_factor, 0xffffffff);
}
/* Create depth-stencil State */
{
__profscope(create_depth_stencil_state);
/* TODO: Actually go over these (copied from elsewhere) */
D3D11_DEPTH_STENCIL_DESC desc = ZI;
desc.DepthEnable = false;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
/* FIXME: Free this? */
ID3D11Device_CreateDepthStencilState(G.dev, &desc, &G.depth_stencil_state);
ID3D11DeviceContext_OMSetDepthStencilState(G.devcon, G.depth_stencil_state, 0);
}
/* Create the rasterizer state */
{
__profscope(create_rasterizer_state);
D3D11_RASTERIZER_DESC desc = {
.FillMode = D3D11_FILL_SOLID,
.CullMode = D3D11_CULL_NONE,
//.ScissorEnable = true,
.DepthClipEnable = true
};
/* FIXME: Free this? */
ID3D11Device_CreateRasterizerState(G.dev, &desc, &G.rasterizer_state);
ID3D11DeviceContext_RSSetState(G.devcon, G.rasterizer_state);
}
/* Create the sampler state */
{
__profscope(create_sampler_state);
D3D11_SAMPLER_DESC desc = {
//.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR,
.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
.MaxAnisotropy = 1,
//.ComparisonFunc = D3D11_COMPARISON_ALWAYS,
.MaxLOD = D3D11_FLOAT32_MAX
};
/* FIXME: Free this? */
ID3D11Device_CreateSamplerState(G.dev, &desc, &G.sampler_state);
ID3D11DeviceContext_PSSetSamplers(G.devcon, 0, 1, &G.sampler_state);
}
/* Init shaders */
logf_info("Compiling shaders");
for (u32 i = DX11_SHADER_KIND_NONE + 1; i < NUM_DX11_SHADER_KINDS; ++i) {
struct dx11_shader *shader = &G.shaders[i];
struct dx11_shader_desc *desc = &G.shader_info[i];
reload_shader(shader, desc);
}
logf_info("Finished compiling shaders");
/* Init dummy buffers */
{
/* Dummy vertex buffer */
u8 dummy_data[16] = ZI;
D3D11_BUFFER_DESC vdesc = ZI;
vdesc.Usage = D3D11_USAGE_IMMUTABLE;
vdesc.ByteWidth = sizeof(dummy_data);
vdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA dummy_data_subres = ZI;
dummy_data_subres.pSysMem = dummy_data;
G.dummy_vertex_buffer = dx11_buffer_alloc(vdesc, &dummy_data_subres);
/* Quad index buffer */
LOCAL_PERSIST u16 quad_indices[6] = { 0, 1, 2, 0, 2, 3 };
D3D11_BUFFER_DESC idesc = ZI;
idesc.Usage = D3D11_USAGE_IMMUTABLE;
idesc.ByteWidth = sizeof(quad_indices);
idesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA idata = ZI;
idata.pSysMem = quad_indices;
G.quad_index_buffer = dx11_buffer_alloc(idesc, &idata);
}
/* Setup file change callbacks */
#if RESOURCE_RELOADING
resource_register_watch_callback(shader_resource_watch_callback);
#endif
G.present_blit_plan = gpu_plan_alloc();
return (struct gpu_startup_receipt) { 0 };
}
/* ========================== *
* Util
* ========================== */
/* Calculate the view projection matrix */
INLINE struct mat4x4 calculate_vp(struct xform view, f32 viewport_width, f32 viewport_height)
{
struct mat4x4 projection = mat4x4_from_ortho(0.0, viewport_width, viewport_height, 0.0, -1.0, 1.0);
struct mat4x4 view4x4 = mat4x4_from_xform(view);
return mat4x4_mul(projection, view4x4);
}
/* ========================== *
* Handle
* ========================== */
INTERNAL void dx11_texture_release(struct dx11_texture *t);
void gpu_release(struct gpu_handle handle)
{
struct dx11_handle_header *header = (struct dx11_handle_header *)handle.v;
switch (header->kind) {
default: break;
case DX11_HANDLE_KIND_TEXTURE:
{
dx11_texture_release((struct dx11_texture *)header);
} break;
case DX11_HANDLE_KIND_PLAN:
{
/* TODO */
ASSERT(false);
} break;
}
}
/* ========================== *
* Mesh shader structs
* ========================== */
PACK(struct dx11_mesh_uniform {
struct mat4x4 vp;
});
PACK(struct dx11_mesh_vertex {
struct v2 pos;
u32 color_srgb;
});
/* ========================== *
* Texture shader structs
* ========================== */
PACK(struct dx11_texture_uniform {
struct mat4x4 vp;
u32 instance_offset;
});
PACK(struct dx11_texture_instance {
struct xform xf;
struct v2 uv0;
struct v2 uv1;
u32 tint_srgb;
f32 emittance;
});
/* ========================== *
* Grid shader structs
* ========================== */
PACK(struct dx11_grid_uniform {
struct mat4x4 vp;
u32 instance_offset;
});
PACK(struct dx11_grid_instance {
struct xform xf;
f32 line_thickness;
f32 line_spacing;
struct v2 offset;
u32 bg0_srgb;
u32 bg1_srgb;
u32 line_srgb;
u32 x_srgb;
u32 y_srgb;
});
/* ========================== *
* Test shader structs
* ========================== */
PACK(struct dx11_test_uniform {
struct mat4x4 vp;
u32 instance_offset;
});
PACK(struct dx11_test_instance {
struct xform xf;
});
/* ========================== *
* Shader table
* ========================== */
INTERNAL void init_shader_table(void)
{
MEMZERO_ARRAY(G.shader_info);
/* Mesh shader layout */
G.shader_info[DX11_SHADER_KIND_MESH] = (struct dx11_shader_desc) {
.kind = DX11_SHADER_KIND_MESH,
.name_cstr = "shaders_dx11/mesh.hlsl",
.input_layout_desc = {
{ "pos", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "color_srgb", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}
};
/* Texture shader layout */
G.shader_info[DX11_SHADER_KIND_TEXTURE] = (struct dx11_shader_desc) {
.kind = DX11_SHADER_KIND_TEXTURE,
.name_cstr = "shaders_dx11/texture.hlsl"
};
/* Grid shader layout */
G.shader_info[DX11_SHADER_KIND_GRID] = (struct dx11_shader_desc) {
.kind = DX11_SHADER_KIND_GRID,
.name_cstr = "shaders_dx11/grid.hlsl"
};
/* Test shader layout */
G.shader_info[DX11_SHADER_KIND_TEST] = (struct dx11_shader_desc) {
.kind = DX11_SHADER_KIND_TEST,
.name_cstr = "shaders_dx11/test.hlsl"
};
#if RESOURCE_RELOADING
for (u64 i = 0; i < ARRAY_COUNT(G.shader_info); ++i) {
struct dx11_shader_desc *desc = &G.shader_info[i];
desc->includes_arena = arena_alloc(MEGABYTE(8));
desc->includes_mutex = sys_mutex_alloc();
desc->includes_dict = dict_init(desc->includes_arena, 64);
}
#endif
}
/* ========================== *
* Shader dirty check
* ========================== */
#if RESOURCE_RELOADING
INTERNAL void shader_add_include(struct dx11_shader_desc *desc, struct string include_name_src)
{
__prof;
u64 hash = hash_fnv64(HASH_FNV64_BASIS, include_name_src);
struct dict *dict = &desc->includes_dict;
struct sys_lock lock = sys_mutex_lock_e(&desc->includes_mutex);
{
dict_set(desc->includes_arena, dict, hash, 1);
}
sys_mutex_unlock(&lock);
}
INTERNAL void shader_reset_includes(struct dx11_shader_desc *desc)
{
__prof;
struct dict *dict = &desc->includes_dict;
struct sys_lock lock = sys_mutex_lock_e(&desc->includes_mutex);
{
dict_reset(dict);
}
sys_mutex_unlock(&lock);
}
INTERNAL b32 shader_set_dirty(struct string name)
{
__prof;
b32 caused_dirty = false;
for (u64 i = 0; i < NUM_DX11_SHADER_KINDS; ++i) {
struct dx11_shader_desc *desc = &G.shader_info[i];
struct string desc_name = string_from_cstr_no_limit(desc->name_cstr);
if (string_eq(desc_name, name)) {
atomic_i32_eval_exchange(&desc->is_dirty, 1);
caused_dirty = true;
} else {
struct dict *includes_dict = &desc->includes_dict;
u64 hash = hash_fnv64(HASH_FNV64_BASIS, name);
struct sys_lock lock = sys_mutex_lock_e(&desc->includes_mutex);
{
if (dict_get(includes_dict, hash) != 0) {
atomic_i32_eval_exchange(&desc->is_dirty, 1);
caused_dirty = true;
}
}
sys_mutex_unlock(&lock);
}
}
return caused_dirty;
}
INTERNAL b32 shader_unset_dirty(struct dx11_shader_desc *desc)
{
return atomic_i32_eval_compare_exchange(&desc->is_dirty, 1, 0) == 1;
}
#endif
/* ========================== *
* Shader include handler
* ========================== */
struct dx11_include_handler {
ID3DInclude d3d_handler;
ID3DIncludeVtbl vtbl;
struct dx11_shader *shader;
struct string error;
b32 has_open_resource;
struct resource res;
};
INTERNAL HRESULT dx11_include_open(ID3DInclude *d3d_handler, D3D_INCLUDE_TYPE include_type, LPCSTR name_cstr, LPCVOID parent_data, LPCVOID *data_out, UINT *data_len_out)
{
__prof;
(UNUSED)include_type;
(UNUSED)parent_data;
HRESULT result = E_FAIL;
struct dx11_include_handler *handler = (struct dx11_include_handler *)d3d_handler;
struct string name = string_from_cstr_no_limit((char *)name_cstr);
if (handler->has_open_resource) {
sys_panic(LIT("Dx11 include handler somehow already has a resource open"));
}
struct resource res = resource_open(name);
if (resource_exists(&res)) {
handler->res = res;
handler->has_open_resource = true;
struct string data = resource_get_data(&res);
*data_out = data.text;
*data_len_out = data.len;
result = S_OK;
}
#if RESOURCE_RELOADING
shader_add_include(&G.shader_info[handler->shader->kind], name);
#endif
return result;
}
INTERNAL HRESULT dx11_include_close(ID3DInclude *d3d_handler, LPCVOID data)
{
__prof;
(UNUSED)data;
struct dx11_include_handler *handler = (struct dx11_include_handler *)d3d_handler;
if (handler->has_open_resource) {
resource_close(&handler->res);
handler->has_open_resource = false;
}
return S_OK;
}
INTERNAL struct dx11_include_handler dx11_include_handler_alloc(struct dx11_shader *shader)
{
struct dx11_include_handler handler = ZI;
handler.d3d_handler.lpVtbl = &handler.vtbl;
handler.vtbl.Open = dx11_include_open;
handler.vtbl.Close = dx11_include_close;
handler.shader = shader;
return handler;
}
INTERNAL void dx11_include_handler_release(struct dx11_include_handler *handler)
{
if (handler->has_open_resource) {
ASSERT(false); /* Resource should have been closed by handler by now */
resource_close(&handler->res);
}
}
/* ========================== *
* Shader compilation
* ========================== */
/* TODO: Multithread shader compilation */
/* If shader compilation fails, then function returns error string allocated on `arena` */
INTERNAL struct string shader_alloc(struct arena *arena, struct dx11_shader *shader, struct dx11_shader_desc *shader_desc, struct resource *src_res)
{
__prof;
struct arena_temp scratch = scratch_begin(arena);
struct string error_str = ZI;
i64 start_ns = sys_time_ns();
struct string shader_name = string_from_cstr_no_limit(shader_desc->name_cstr);
shader->kind = shader_desc->kind;
#if RESOURCE_RELOADING
shader_reset_includes(shader_desc);
#endif
struct dx11_include_handler include_handler = dx11_include_handler_alloc(shader);
u32 flags = 0;
#if DX11_SHADER_DEBUG
flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_ENABLE_STRICTNESS;
#else
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif
/* Compile shader */
ID3DBlob *vs_blob = NULL;
ID3DBlob *ps_blob = NULL;
ID3DBlob *error_blob = NULL;
b32 success = false;
{
struct string shader_src = resource_get_data(src_res);
logf_info("Compiling shader \"%F\"", FMT_STR(shader_name));
/* Compile shader */
/* TODO: pre-compile shaders w/ FXC? */
struct string friendly_name = string_cat(scratch.arena, LIT("res/"), shader_name);
char *friendly_name_cstr = cstr_from_string(scratch.arena, friendly_name);
HRESULT hr = D3DCompile(shader_src.text, shader_src.len, friendly_name_cstr, NULL, (ID3DInclude *)&include_handler, "vs_main", "vs_5_0", flags, 0, &vs_blob, &error_blob);
if (SUCCEEDED(hr)) {
ID3D11Device_CreateVertexShader(G.dev, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), NULL, &shader->vs);
hr = D3DCompile(shader_src.text, shader_src.len, friendly_name_cstr, NULL, (ID3DInclude *)&include_handler, "ps_main", "ps_5_0", flags, 0, &ps_blob, &error_blob);
if (SUCCEEDED(hr)) {
ID3D11Device_CreatePixelShader(G.dev, ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob), NULL, &shader->ps);
success = true;
}
}
}
if (success && !error_blob) {
/* Get number of device layout elements from NULL terminated array */
u32 elem_count = 0;
for (; elem_count < ARRAY_COUNT(shader_desc->input_layout_desc); ++elem_count) {
const D3D11_INPUT_ELEMENT_DESC *d = &shader_desc->input_layout_desc[elem_count];
if (d->SemanticName == NULL) {
break;
}
}
/* Create device layout */
if (elem_count > 0) {
HRESULT hr = ID3D11Device_CreateInputLayout(G.dev, shader_desc->input_layout_desc, elem_count, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), &shader->input_layout);
if (!SUCCEEDED(hr)) {
success = false;
error_str = LIT("Failed to create input layout");
}
}
} else {
success = false;
}
if (!success || error_blob) {
if (error_str.len <= 0) {
error_str = LIT("Unknown error");
}
if (error_blob) {
u64 error_blob_cstr_len = ID3D10Blob_GetBufferSize(error_blob);
char *error_blob_cstr = (char *)ID3D10Blob_GetBufferPointer(error_blob);
struct string error_blob_str = string_copy(scratch.arena, string_from_cstr(error_blob_cstr, error_blob_cstr_len));
if (string_ends_with(error_blob_str, LIT("\n"))) {
/* Remove trailing newline */
error_blob_str.len -= 1;
}
if (error_blob_str.len > 0) {
if (include_handler.error.len > 0) {
error_str = string_format(arena, LIT("%F %F"), FMT_STR(error_blob_str), FMT_STR(include_handler.error));
} else {
error_str = string_copy(arena, error_blob_str);
}
}
}
}
if (success) {
logf_success("Finished compiling shader \"%F\" in %F seconds", FMT_STR(shader_name), FMT_FLOAT(SECONDS_FROM_NS(sys_time_ns() - start_ns)));
}
if (vs_blob) {
ID3D10Blob_Release(vs_blob);
}
if (ps_blob) {
ID3D10Blob_Release(ps_blob);
}
if (error_blob) {
ID3D10Blob_Release(error_blob);
}
shader->valid = true;
dx11_include_handler_release(&include_handler);
scratch_end(scratch);
return error_str;
}
INTERNAL void shader_release(struct dx11_shader *shader)
{
__prof;
if (shader->vs) {
ID3D11VertexShader_Release(shader->vs);
}
if (shader->ps) {
ID3D11PixelShader_Release(shader->ps);
}
if (shader->input_layout) {
ID3D11InputLayout_Release(shader->input_layout);
}
}
INTERNAL void reload_shader(struct dx11_shader *old_shader, struct dx11_shader_desc *desc)
{
__prof;
struct arena_temp scratch = scratch_begin_no_conflict();
{
struct string name = string_from_cstr_no_limit(desc->name_cstr);
struct string error_msg = ZI;
struct resource src_res = resource_open(name);
{
if (resource_exists(&src_res)) {
struct dx11_shader new_shader = ZI;
struct string comp_error = shader_alloc(scratch.arena, &new_shader, desc, &src_res);
if (comp_error.len == 0) {
if (old_shader->valid) {
shader_release(old_shader);
}
*old_shader = new_shader;
} else {
error_msg = string_format(scratch.arena,
LIT("Failed to compile shader \"%F\":\n%F"),
FMT_STR(name),
FMT_STR(comp_error));
shader_release(&new_shader);
}
} else {
error_msg = string_format(scratch.arena, LIT("Could not find shader \"%F\""), FMT_STR(name));
}
}
resource_close(&src_res);
if (error_msg.len != 0) {
log_error(error_msg);
if (!old_shader->valid) {
/* If shader failed to load and no previous shader exists, show message box in case in game console can't be rendered */
sys_message_box(SYS_MESSAGE_BOX_KIND_WARNING, error_msg);
}
}
}
scratch_end(scratch);
}
#if RESOURCE_RELOADING
INTERNAL RESOURCE_WATCH_CALLBACK_FUNC_DEF(shader_resource_watch_callback, name)
{
if (shader_set_dirty(name)) {
logf_debug("Shader source file \"%F\" has changed", FMT_STR(name));
}
}
#endif
/* ========================== *
* Texture
* ========================== */
INTERNAL enum DXGI_FORMAT dx11_format_from_gpu_format(enum gpu_texture_format gpu_format)
{
LOCAL_PERSIST const enum DXGI_FORMAT dx11_formats[NUM_GPU_TEXTURE_FORMATS] = {
[GPU_TEXTURE_FORMAT_R8G8B8A8_UNORM] = DXGI_FORMAT_R8G8B8A8_UNORM,
[GPU_TEXTURE_FORMAT_R8G8B8A8_UNORM_SRGB] = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB
};
enum DXGI_FORMAT res = DXGI_FORMAT_UNKNOWN;
if ((u32)gpu_format < ARRAY_COUNT(dx11_formats)) {
res = dx11_formats[gpu_format];
}
return res;
}
INTERNAL u32 pixel_size_from_dx11_format(enum DXGI_FORMAT dx11_format)
{
LOCAL_PERSIST const u32 pixel_sizes[] = {
[DXGI_FORMAT_R8G8B8A8_UNORM] = 4,
[DXGI_FORMAT_R8G8B8A8_UNORM_SRGB] = 4
};
u32 res = 0;
if ((u32)dx11_format < ARRAY_COUNT(pixel_sizes)) {
res = pixel_sizes[dx11_format];
}
return res;
}
INTERNAL struct dx11_texture *dx11_texture_alloc(enum DXGI_FORMAT format, u32 flags, struct v2i32 size, void *initial_data)
{
struct dx11_texture *t = NULL;
{
struct sys_lock lock = sys_mutex_lock_e(&G.textures_mutex);
if (G.first_free_texture) {
t = G.first_free_texture;
G.first_free_texture = t->next_free;
} else {
t = arena_push_no_zero(G.textures_arena, struct dx11_texture);
}
sys_mutex_unlock(&lock);
}
MEMZERO_STRUCT(t);
t->header.kind = DX11_HANDLE_KIND_TEXTURE;
D3D11_TEXTURE2D_DESC desc = ZI;
desc.Width = max_i32(size.x, 1);
desc.Height = max_i32(size.y, 1);
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
desc.BindFlags = flags;
desc.Format = format;
/* Create texture */
ID3D11Texture2D *texture = NULL;
if (initial_data) {
u32 pixel_size = pixel_size_from_dx11_format(format);
D3D11_SUBRESOURCE_DATA subresource_data = { .pSysMem = initial_data, .SysMemPitch = size.x * pixel_size, .SysMemSlicePitch = 0 };
ID3D11Device_CreateTexture2D(G.dev, &desc, &subresource_data, &texture);
} else {
ID3D11Device_CreateTexture2D(G.dev, &desc, NULL, &texture);
}
ASSERT(texture != NULL);
t->texture = texture;
/* Create SRV */
if (t->texture && (flags & D3D11_BIND_SHADER_RESOURCE)) {
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = ZI;
srv_desc.Format = desc.Format;
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = desc.MipLevels;
ID3D11Device_CreateShaderResourceView(G.dev, (ID3D11Resource *)texture, &srv_desc, &t->srv);
}
/* Create RTV */
if (t->texture && (flags & D3D11_BIND_RENDER_TARGET)) {
ID3D11Device_CreateRenderTargetView(G.dev, (ID3D11Resource *)t->texture, NULL, &t->rtv);
}
t->size = size;
return t;
}
INTERNAL void dx11_texture_release(struct dx11_texture *t)
{
{
struct sys_lock lock = sys_mutex_lock_e(&G.textures_mutex);
t->next_free = G.first_free_texture;
G.first_free_texture = t;
sys_mutex_unlock(&lock);
}
if (t->rtv) {
ID3D11RenderTargetView_Release(t->rtv);
}
if (t->srv) {
ID3D11ShaderResourceView_Release(t->srv);
}
if (t->texture) {
ID3D11Texture2D_Release(t->texture);
}
}
struct gpu_handle gpu_texture_alloc(enum gpu_texture_format format, u32 flags, struct v2i32 size, void *initial_data)
{
__prof;
struct gpu_handle res = ZI;
/* Convert format to dx11 format */
enum DXGI_FORMAT dx11_format = dx11_format_from_gpu_format(format);
if (dx11_format == DXGI_FORMAT_UNKNOWN) {
/* Unknown format */
ASSERT(false);
sys_panic(LIT("Unknown dx11 texture format during texture allocation"));
}
/* Convert flags to dx11 flags */
u32 dx11_flags = D3D11_BIND_SHADER_RESOURCE;
if (flags & GPU_TEXTURE_FLAG_TARGETABLE) {
dx11_flags |= D3D11_BIND_RENDER_TARGET;
}
struct dx11_texture *t = dx11_texture_alloc(dx11_format, dx11_flags, size, initial_data);
res.v = (u64)t;
return res;
}
void gpu_texture_clear(struct gpu_handle target_texture, u32 clear_color)
{
__prof;
struct dx11_texture *t = (struct dx11_texture *)target_texture.v;
if (t->rtv) {
__profscope_dx11(G.profiling_ctx, Clear, RGB32_F(0.5, 0.1, 0.1));
f32 r = (f32)((clear_color >> 0) & 0xFF) / 255.0f;
f32 g = (f32)((clear_color >> 8) & 0xFF) / 255.0f;
f32 b = (f32)((clear_color >> 16) & 0xFF) / 255.0f;
f32 a = (f32)((clear_color >> 24) & 0xFF) / 255.0f;
f32 fill[4] = { r, g, b, a };
ID3D11DeviceContext_ClearRenderTargetView(G.devcon, t->rtv, fill);
}
}
struct v2i32 gpu_texture_get_size(struct gpu_handle texture)
{
return ((struct dx11_texture *)texture.v)->size;
}
/* ========================== *
* Dx11 buffer
* ========================== */
/* TODO: Buffer caching based on size */
/* NOTE: If initial_data is not provided, then ByteWidth will be ignored (set dynamically when buffer grows) */
INTERNAL struct dx11_buffer *dx11_buffer_alloc(struct D3D11_BUFFER_DESC desc, D3D11_SUBRESOURCE_DATA *initial_data)
{
__prof;
struct dx11_buffer *buffer = NULL;
{
struct arena *cpu_buffer_arena = NULL;
{
struct sys_lock lock = sys_mutex_lock_e(&G.buffers_mutex);
if (G.first_free_buffer) {
buffer = G.first_free_buffer;
G.first_free_buffer = buffer->next_free;
cpu_buffer_arena = buffer->cpu_buffer_arena;
} else {
buffer = arena_push_no_zero(G.buffers_arena, struct dx11_buffer);
}
sys_mutex_unlock(&lock);
}
MEMZERO_STRUCT(buffer);
if (!cpu_buffer_arena) {
cpu_buffer_arena = arena_alloc(GIGABYTE(64));
}
buffer->cpu_buffer_arena = cpu_buffer_arena;
}
buffer->desc = desc;
buffer->cpu_buffer = arena_push_dry(buffer->cpu_buffer_arena, u8);
if (desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) {
ASSERT(desc.StructureByteStride != 0); /* Must provide stride for shader resource buffers */
}
if (initial_data) {
ASSERT(desc.ByteWidth > 0); /* Must provide size of subresource in desc */
buffer->gpu_buffer_capacity = desc.ByteWidth;
ID3D11Device_CreateBuffer(G.dev, &buffer->desc, initial_data, &buffer->gpu_buffer);
/* Create SRV */
if (desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) {
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = ZI;
srv_desc.Format = DXGI_FORMAT_UNKNOWN;
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srv_desc.Buffer.NumElements = buffer->gpu_buffer_capacity / buffer->desc.StructureByteStride;
ID3D11Device_CreateShaderResourceView(G.dev, (ID3D11Resource *)buffer->gpu_buffer, &srv_desc, &buffer->srv);
}
}
return buffer;
}
/* TODO */
#if 0
INTERNAL void dx11_buffer_release(struct dx11_buffer *buffer)
{
(UNUSED)buffer;
ASSERT(false);
}
#endif
INTERNAL void *dx11_buffer_push(struct dx11_buffer *buffer, u64 size)
{
void *data = arena_push_array_no_zero(buffer->cpu_buffer_arena, u8, size);
return data;
}
INTERNAL void dx11_buffer_submit(struct dx11_buffer *buffer)
{
__prof;
/* Grow GPU buffer if necessary */
u64 cpu_data_size = buffer->cpu_buffer_arena->pos;
if (cpu_data_size > buffer->gpu_buffer_capacity) {
if (buffer->srv) {
ID3D11ShaderResourceView_Release(buffer->srv);
}
if (buffer->gpu_buffer) {
ID3D11Buffer_Release(buffer->gpu_buffer);
}
/* Create buffer */
/* FIXME: Cap to prevent infinite loop */
u64 new_capacity = buffer->gpu_buffer_capacity * 2;
if (new_capacity == 0) {
if (buffer->desc.StructureByteStride != 0) {
new_capacity = buffer->desc.StructureByteStride;
} else {
new_capacity = KILOBYTE(64);
}
}
while (new_capacity < cpu_data_size) {
new_capacity *= 2;
}
buffer->desc.ByteWidth = new_capacity;
buffer->gpu_buffer_capacity = new_capacity;
ID3D11Device_CreateBuffer(G.dev, &buffer->desc, NULL, &buffer->gpu_buffer);
/* Create SRV */
if (buffer->desc.BindFlags & D3D11_BIND_SHADER_RESOURCE) {
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = ZI;
srv_desc.Format = DXGI_FORMAT_UNKNOWN;
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srv_desc.Buffer.NumElements = new_capacity / buffer->desc.StructureByteStride;
ID3D11Device_CreateShaderResourceView(G.dev, (ID3D11Resource *)buffer->gpu_buffer, &srv_desc, &buffer->srv);
}
}
/* Upload cpu data */
if (buffer->gpu_buffer) {
D3D11_MAPPED_SUBRESOURCE subres;
ID3D11DeviceContext_Map(G.devcon, (ID3D11Resource *)buffer->gpu_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &subres);
MEMCPY(subres.pData, buffer->cpu_buffer, cpu_data_size);
ID3D11DeviceContext_Unmap(G.devcon, (ID3D11Resource *)buffer->gpu_buffer, 0);
}
/* Reset cpu data */
arena_reset(buffer->cpu_buffer_arena);
}
/* ========================== *
* Plan
* ========================== */
struct gpu_handle gpu_plan_alloc(void)
{
__prof;
struct dx11_plan *plan = NULL;
{
struct arena *cpu_cmds_arena = NULL;
struct arena *gpu_cmds_arena = NULL;
{
struct sys_lock lock = sys_mutex_lock_e(&G.plans_mutex);
if (G.first_free_plan) {
plan = G.first_free_plan;
G.first_free_plan = plan->next_free;
cpu_cmds_arena = plan->cpu_cmds_arena;
gpu_cmds_arena = plan->gpu_cmds_arena;
} else {
plan = arena_push_no_zero(G.plans_arena, struct dx11_plan);
}
sys_mutex_unlock(&lock);
}
MEMZERO_STRUCT(plan);
if (!cpu_cmds_arena) {
cpu_cmds_arena = arena_alloc(GIGABYTE(64));
}
if (!gpu_cmds_arena) {
gpu_cmds_arena = arena_alloc(GIGABYTE(64));
}
plan->cpu_cmds_arena = cpu_cmds_arena;
plan->gpu_cmds_arena = gpu_cmds_arena;
arena_reset(plan->cpu_cmds_arena);
arena_reset(plan->gpu_cmds_arena);
}
plan->header.kind = DX11_HANDLE_KIND_PLAN;
/* Desc template */
const D3D11_BUFFER_DESC structured_buffer_desc = {
.Usage = D3D11_USAGE_DYNAMIC,
.BindFlags = D3D11_BIND_SHADER_RESOURCE,
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED
};
/* Allocate buffers */
{
/* Mesh buffers */
{
D3D11_BUFFER_DESC vdesc = ZI;
vdesc.Usage = D3D11_USAGE_DYNAMIC;
vdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
/* Quad index buffer */
D3D11_BUFFER_DESC idesc = ZI;
idesc.Usage = D3D11_USAGE_DYNAMIC;
idesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
idesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
plan->cmd_buffers.mesh.vertex_buffer = dx11_buffer_alloc(vdesc, NULL);
plan->cmd_buffers.mesh.index_buffer = dx11_buffer_alloc(idesc, NULL);
}
/* Texture buffers */
{
struct D3D11_BUFFER_DESC desc = structured_buffer_desc;
desc.StructureByteStride = sizeof(struct dx11_texture_instance);
plan->cmd_buffers.texture.instance_buffer = dx11_buffer_alloc(desc, NULL);
}
/* Grid buffers */
{
struct D3D11_BUFFER_DESC desc = structured_buffer_desc;
desc.StructureByteStride = sizeof(struct dx11_grid_instance);
plan->cmd_buffers.grid.instance_buffer = dx11_buffer_alloc(desc, NULL);
}
/* Test buffers */
{
struct D3D11_BUFFER_DESC desc = structured_buffer_desc;
desc.StructureByteStride = sizeof(struct dx11_test_instance);
plan->cmd_buffers.test.instance_buffer = dx11_buffer_alloc(desc, NULL);
}
}
struct gpu_handle res = ZI;
res.v = (u64)plan;
return res;
}
void gpu_push_cmd(struct gpu_handle gpu_plan, struct gpu_cmd_params params)
{
__prof;
struct dx11_plan *plan = (struct dx11_plan *)gpu_plan.v;
switch (params.kind) {
default:
{
/* Unknown cmd kind */
ASSERT(false);
} break;
case GPU_CMD_KIND_DRAW_MESH:
{
struct dx11_cmd *cmd = plan->cpu_last_cmd;
if (cmd && cmd->kind != params.kind) {
/* Cannot batch */
cmd = NULL;
}
/* Start new cmd */
if (!cmd) {
/* TODO: Better count method */
cmd = arena_push(plan->cpu_cmds_arena, struct dx11_cmd);
cmd->kind = params.kind;
cmd->mesh.vertex_offset = (plan->cmd_buffers.mesh.vertex_buffer->cpu_buffer_arena->pos / sizeof(struct dx11_mesh_vertex));
cmd->mesh.index_offset = (plan->cmd_buffers.mesh.index_buffer->cpu_buffer_arena->pos / sizeof(u32));
if (plan->cpu_last_cmd) {
plan->cpu_last_cmd->next = cmd;
} else {
plan->cpu_first_cmd = cmd;
}
plan->cpu_last_cmd = cmd;
}
/* Push vertices */
u64 vertex_count = params.mesh.vertices.count;
u64 start_index = cmd->mesh.vertex_count;
cmd->mesh.vertex_count += vertex_count;
struct dx11_mesh_vertex *verts = dx11_buffer_push(plan->cmd_buffers.mesh.vertex_buffer, sizeof(struct dx11_mesh_vertex) * vertex_count);
for (u64 i = 0; i < vertex_count; ++i) {
struct dx11_mesh_vertex *vert = &verts[i];
vert->pos = params.mesh.vertices.points[i];
vert->color_srgb = params.mesh.color;
}
/* Push indices */
u64 index_count = params.mesh.indices.count;
u32 *indices = dx11_buffer_push(plan->cmd_buffers.mesh.index_buffer, sizeof(u32) * index_count);
cmd->mesh.index_count += index_count;
for (u64 i = 0; i < index_count; ++i) {
indices[i] = start_index + params.mesh.indices.indices[i];
}
} break;
case GPU_CMD_KIND_DRAW_TEXTURE:
{
struct dx11_cmd *cmd = plan->cpu_last_cmd;
if (cmd &&
((cmd->kind != params.kind) ||
(cmd->texture.sprite.hash != params.texture.sprite.hash) ||
(cmd->texture.texture.v != params.texture.texture.v))) {
/* Cannot batch */
cmd = NULL;
}
/* Start new cmd */
if (!cmd) {
/* TODO: Better count method */
cmd = arena_push(plan->cpu_cmds_arena, struct dx11_cmd);
cmd->kind = params.kind;
cmd->texture.sprite = params.texture.sprite;
cmd->texture.texture = params.texture.texture;
cmd->texture.instance_offset = (plan->cmd_buffers.texture.instance_buffer->cpu_buffer_arena->pos / sizeof(struct dx11_texture_instance));
if (plan->cpu_last_cmd) {
plan->cpu_last_cmd->next = cmd;
} else {
plan->cpu_first_cmd = cmd;
}
plan->cpu_last_cmd = cmd;
}
/* Push instance data */
++cmd->texture.instance_count;
struct dx11_texture_instance *instance = dx11_buffer_push(plan->cmd_buffers.texture.instance_buffer, sizeof(struct dx11_texture_instance));
instance->xf = params.texture.xf;
instance->uv0 = params.texture.clip.p0;
instance->uv1 = params.texture.clip.p1;
instance->tint_srgb = params.texture.tint;
instance->emittance = params.texture.emittance;
} break;
case GPU_CMD_KIND_DRAW_GRID:
{
struct dx11_cmd *cmd = plan->cpu_last_cmd;
if (cmd && cmd->kind != params.kind) {
/* Cannot batch */
cmd = NULL;
}
/* Start new cmd */
if (!cmd) {
/* TODO: Better count method */
cmd = arena_push(plan->cpu_cmds_arena, struct dx11_cmd);
cmd->kind = params.kind;
cmd->grid.instance_offset = (plan->cmd_buffers.grid.instance_buffer->cpu_buffer_arena->pos / sizeof(struct dx11_grid_instance));
if (plan->cpu_last_cmd) {
plan->cpu_last_cmd->next = cmd;
} else {
plan->cpu_first_cmd = cmd;
}
plan->cpu_last_cmd = cmd;
}
/* Push instance data */
++cmd->grid.instance_count;
struct dx11_grid_instance *instance = dx11_buffer_push(plan->cmd_buffers.grid.instance_buffer, sizeof(struct dx11_grid_instance));
instance->xf = params.grid.xf;
instance->line_thickness = params.grid.line_thickness;
instance->line_spacing = params.grid.line_spacing;
instance->offset = params.grid.offset;
instance->bg0_srgb = params.grid.bg0_color;
instance->bg1_srgb = params.grid.bg1_color;
instance->line_srgb = params.grid.line_color;
instance->x_srgb = params.grid.x_color;
instance->y_srgb = params.grid.y_color;
} break;
case GPU_CMD_KIND_TEST:
{
struct dx11_cmd *cmd = arena_push(plan->cpu_cmds_arena, struct dx11_cmd);
cmd->kind = params.kind;
cmd->test.instance_offset = (plan->cmd_buffers.test.instance_buffer->cpu_buffer_arena->pos / sizeof(struct dx11_test_instance));
if (plan->cpu_last_cmd) {
plan->cpu_last_cmd->next = cmd;
} else {
plan->cpu_first_cmd = cmd;
}
plan->cpu_last_cmd = cmd;
/* Push instance data */
++cmd->test.instance_count;
struct dx11_test_instance *instance = dx11_buffer_push(plan->cmd_buffers.test.instance_buffer, sizeof(struct dx11_test_instance));
instance->xf = params.test.xf;
} break;
}
}
/* ========================== *
* Dispatch
* ========================== */
enum dx11_unbind_flags {
DX11_UNBIND_NONE = 0,
DX11_UNBIND_VS = (1 << 0),
DX11_UNBIND_PS = (1 << 1),
DX11_UNBIND_IA = (1 << 2),
DX11_UNBIND_CBUFF = (1 << 3),
DX11_UNBIND_VBUFF = (1 << 4),
DX11_UNBIND_IBUFF = (1 << 5),
DX11_UNBIND_SRV = (1 << 6),
DX11_UNBIND_RTV = (1 << 7)
};
INTERNAL void dx11_unbind(u32 flags)
{
__prof;
ID3D11RenderTargetView *null_rtvs[8] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
ID3D11ShaderResourceView *null_srvs[8] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
ID3D11Buffer *null_buffers[8] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
ID3D11InputLayout *null_ia = NULL;
ID3D11VertexShader *null_vs = NULL;
ID3D11PixelShader *null_ps = NULL;
u32 zero = 0;
if (flags & DX11_UNBIND_RTV) {
ID3D11DeviceContext_OMSetRenderTargets(G.devcon, 8, null_rtvs, NULL);
}
if (flags & DX11_UNBIND_SRV) {
if (flags & DX11_UNBIND_VS) {
ID3D11DeviceContext_VSSetShaderResources(G.devcon, 0, 8, null_srvs);
}
if (flags & DX11_UNBIND_PS) {
ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, 8, null_srvs);
}
}
if (flags & DX11_UNBIND_VBUFF) {
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, null_buffers, &zero, &zero);
}
if (flags & DX11_UNBIND_IBUFF) {
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, null_buffers[0], DXGI_FORMAT_R16_UINT, zero);
}
if (flags & DX11_UNBIND_IA) {
ID3D11DeviceContext_IASetInputLayout(G.devcon, null_ia);
}
if (flags & DX11_UNBIND_CBUFF) {
if (flags & DX11_UNBIND_VS) {
ID3D11DeviceContext_VSSetConstantBuffers(G.devcon, 0, 8, null_buffers);
}
if (flags & DX11_UNBIND_PS) {
ID3D11DeviceContext_PSSetConstantBuffers(G.devcon, 0, 8, null_buffers);
}
}
if (flags & DX11_UNBIND_VS) {
ID3D11DeviceContext_VSSetShader(G.devcon, null_vs, 0, 0);
}
if (flags & DX11_UNBIND_PS) {
ID3D11DeviceContext_PSSetShader(G.devcon, null_ps, 0, 0);
}
}
/* TODO: Lock resources during dispatch */
void gpu_dispatch(struct gpu_dispatch_params params)
{
__prof;
__profscope_dx11(G.profiling_ctx, Dispatch, RGB32_F(0.5, 0.2, 0.2));
struct dx11_plan *plan = (struct dx11_plan *)params.plan.v;
/* Swap cmd lists */
struct arena *swp_arena = plan->gpu_cmds_arena;
plan->gpu_cmds_arena = plan->cpu_cmds_arena;
plan->gpu_first_cmd = plan->cpu_first_cmd;
plan->gpu_last_cmd = plan->cpu_last_cmd;
/* Reset cpu cmd list */
plan->cpu_cmds_arena = swp_arena;
plan->cpu_first_cmd = NULL;
plan->cpu_last_cmd = NULL;
arena_reset(plan->cpu_cmds_arena);
/* Submit cmd data */
{
__profscope(Submit buffers);
/* Submit mesh buffers */
dx11_buffer_submit(plan->cmd_buffers.mesh.vertex_buffer);
dx11_buffer_submit(plan->cmd_buffers.mesh.index_buffer);
/* Submit texture buffers */
dx11_buffer_submit(plan->cmd_buffers.texture.instance_buffer);
/* Submit grid buffers */
dx11_buffer_submit(plan->cmd_buffers.grid.instance_buffer);
/* Submit test buffers */
dx11_buffer_submit(plan->cmd_buffers.test.instance_buffer);
}
struct sprite_scope *sprite_scope = sprite_scope_begin();
struct rect viewport = params.draw_target_viewport;
/* Set viewport */
D3D11_VIEWPORT d3d11_viewport = ZI;
d3d11_viewport.Width = viewport.width;
d3d11_viewport.Height = viewport.height;
d3d11_viewport.MinDepth = 0.0f;
d3d11_viewport.MaxDepth = 1.0f;
d3d11_viewport.TopLeftX = viewport.x;
d3d11_viewport.TopLeftY = viewport.y;
ID3D11DeviceContext_RSSetViewports(G.devcon, 1, &d3d11_viewport);
struct dx11_texture *final_tex = (struct dx11_texture *)params.draw_target.v;
/* Allocate constant buffer */
struct dx11_buffer *constant_buffer = plan->constant_buffer;
if (!constant_buffer) {
const D3D11_BUFFER_DESC desc = {
.Usage = D3D11_USAGE_DYNAMIC,
.BindFlags = D3D11_BIND_CONSTANT_BUFFER,
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE
};
constant_buffer = dx11_buffer_alloc(desc, NULL);
plan->constant_buffer = constant_buffer;
}
/* Regular pass */
struct mat4x4 vp_matrix = calculate_vp(params.draw_target_view, viewport.width, viewport.height);
{
__profscope(Regular pass);
__profscope_dx11(G.profiling_ctx, Regular pass, RGB32_F(0.2, 0.5, 0.5));
for (struct dx11_cmd *cmd = plan->gpu_first_cmd; cmd; cmd = cmd->next) {
enum gpu_cmd_kind cmd_kind = cmd->kind;
switch (cmd_kind) {
default:
{
/* Unknown cmd kind */
ASSERT(false);
} break;
case GPU_CMD_KIND_DRAW_MESH:
{
__profscope(Draw mesh);
__profscope_dx11(G.profiling_ctx, Draw mesh, RGB32_F(0.5, 0.2, 0.2));
struct dx11_shader *shader = &G.shaders[DX11_SHADER_KIND_MESH];
if (shader->valid) {
struct dx11_buffer *vertex_buffer = plan->cmd_buffers.mesh.vertex_buffer;
struct dx11_buffer *index_buffer = plan->cmd_buffers.mesh.index_buffer;
u32 vertex_offset = cmd->mesh.vertex_offset;
u32 index_offset = cmd->mesh.index_offset;
u32 index_count = cmd->mesh.index_count;
/* Bind shader */
ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
ID3D11DeviceContext_IASetInputLayout(G.devcon, shader->input_layout);
/* Fill & bind constant buffer */
{
struct dx11_mesh_uniform *uniform = dx11_buffer_push(constant_buffer, sizeof(struct dx11_mesh_uniform));
uniform->vp = vp_matrix;
dx11_buffer_submit(constant_buffer);
}
ID3D11DeviceContext_VSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
ID3D11DeviceContext_PSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
/* Bind vertex buffer */
u32 zero = 0;
u32 stride = sizeof(struct dx11_mesh_vertex);
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &vertex_buffer->gpu_buffer, &stride, &zero);
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, index_buffer->gpu_buffer, DXGI_FORMAT_R32_UINT, zero);
/* Bind RTVs */
ID3D11RenderTargetView *rtvs[] = { final_tex->rtv };
ID3D11DeviceContext_OMSetRenderTargets(G.devcon, ARRAY_COUNT(rtvs), rtvs, NULL);
/* Draw */
ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11DeviceContext_DrawIndexed(G.devcon, index_count, index_offset, vertex_offset);
/* Unbind */
dx11_unbind(DX11_UNBIND_VS | DX11_UNBIND_PS | DX11_UNBIND_IA | DX11_UNBIND_CBUFF | DX11_UNBIND_VBUFF | DX11_UNBIND_IBUFF | DX11_UNBIND_RTV);
}
} break;
case GPU_CMD_KIND_DRAW_TEXTURE:
{
__profscope(Draw texture);
__profscope_dx11(G.profiling_ctx, Draw texture, RGB32_F(0.2, 0.5, 0.2));
struct dx11_shader *shader = &G.shaders[DX11_SHADER_KIND_TEXTURE];
if (shader->valid) {
struct dx11_texture *texture = NULL;
if (cmd->texture.texture.v) {
/* Load texture if handle is set */
texture = (struct dx11_texture *)cmd->texture.texture.v;
} else if (cmd->texture.sprite.hash) {
/* Otherwise load sprite */
struct sprite_texture *sprite_texture = sprite_texture_from_tag_async(sprite_scope, cmd->texture.sprite);
if (sprite_texture->loaded) {
texture = (struct dx11_texture *)sprite_texture->texture.v;
}
}
if (texture && texture->srv) {
struct dx11_buffer *instance_buffer = plan->cmd_buffers.texture.instance_buffer;
u32 instance_offset = cmd->texture.instance_offset;
u32 instance_count = cmd->texture.instance_count;
/* Bind shader */
ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
/* Fill & bind constant buffer */
{
struct dx11_texture_uniform *uniform = dx11_buffer_push(constant_buffer, sizeof(struct dx11_texture_uniform));
uniform->vp = vp_matrix;
uniform->instance_offset = instance_offset;
dx11_buffer_submit(constant_buffer);
}
ID3D11DeviceContext_VSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
ID3D11DeviceContext_PSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
/* Bind dummy vertex buffer */
u32 zero = 0;
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &G.dummy_vertex_buffer->gpu_buffer, &zero, &zero);
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, G.quad_index_buffer->gpu_buffer, DXGI_FORMAT_R16_UINT, zero);
/* Bind SRVs */
ID3D11ShaderResourceView *srvs[] = { instance_buffer->srv, texture->srv };
ID3D11DeviceContext_VSSetShaderResources(G.devcon, 0, ARRAY_COUNT(srvs), srvs);
ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, ARRAY_COUNT(srvs), srvs);
/* Bind RTVs */
ID3D11RenderTargetView *rtvs[] = { final_tex->rtv };
ID3D11DeviceContext_OMSetRenderTargets(G.devcon, ARRAY_COUNT(rtvs), rtvs, NULL);
/* Draw */
ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
/* FIXME: Set StartInstanceLocation parameter here rather than passing instance_offset into CBV */
ID3D11DeviceContext_DrawIndexedInstanced(G.devcon, 6, instance_count, 0, 0, 0);
/* Unbind */
dx11_unbind(DX11_UNBIND_VS | DX11_UNBIND_PS | DX11_UNBIND_CBUFF | DX11_UNBIND_VBUFF | DX11_UNBIND_IBUFF | DX11_UNBIND_SRV | DX11_UNBIND_RTV);
}
}
} break;
case GPU_CMD_KIND_DRAW_GRID:
{
__profscope(Draw grid);
__profscope_dx11(G.profiling_ctx, Draw grid, RGB32_F(0.2, 0.2, 0.5));
struct dx11_shader *shader = &G.shaders[DX11_SHADER_KIND_GRID];
if (shader->valid) {
struct dx11_buffer *instance_buffer = plan->cmd_buffers.grid.instance_buffer;
u32 instance_offset = cmd->grid.instance_offset;
u32 instance_count = cmd->grid.instance_count;
/* Bind shader */
ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
/* Fill & bind constant buffer */
{
struct dx11_grid_uniform *uniform = dx11_buffer_push(constant_buffer, sizeof(struct dx11_grid_uniform));
uniform->vp = vp_matrix;
uniform->instance_offset = instance_offset;
dx11_buffer_submit(constant_buffer);
}
ID3D11DeviceContext_VSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
ID3D11DeviceContext_PSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
/* Bind dummy vertex buffer */
u32 zero = 0;
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &G.dummy_vertex_buffer->gpu_buffer, &zero, &zero);
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, G.quad_index_buffer->gpu_buffer, DXGI_FORMAT_R16_UINT, zero);
/* Bind SRVs */
ID3D11ShaderResourceView *srvs[] = { instance_buffer->srv };
ID3D11DeviceContext_VSSetShaderResources(G.devcon, 0, ARRAY_COUNT(srvs), srvs);
ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, ARRAY_COUNT(srvs), srvs);
/* Bind RTVs */
ID3D11RenderTargetView *rtvs[] = { final_tex->rtv };
ID3D11DeviceContext_OMSetRenderTargets(G.devcon, ARRAY_COUNT(rtvs), rtvs, NULL);
/* Draw */
ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
/* FIXME: Set StartInstanceLocation parameter here rather than passing instance_offset into CBV */
ID3D11DeviceContext_DrawIndexedInstanced(G.devcon, 6, instance_count, 0, 0, 0);
/* Unbind */
dx11_unbind(DX11_UNBIND_VS | DX11_UNBIND_PS | DX11_UNBIND_CBUFF | DX11_UNBIND_VBUFF | DX11_UNBIND_IBUFF | DX11_UNBIND_SRV | DX11_UNBIND_RTV);
}
} break;
case GPU_CMD_KIND_TEST:
{
__profscope(Test);
__profscope_dx11(G.profiling_ctx, Test, RGB32_F(1, 0.2, 1));
struct dx11_shader *shader = &G.shaders[DX11_SHADER_KIND_TEST];
if (shader->valid) {
struct dx11_buffer *instance_buffer = plan->cmd_buffers.test.instance_buffer;
u32 instance_offset = cmd->test.instance_offset;
u32 instance_count = cmd->test.instance_count;
/* Bind shader */
ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
/* Fill & bind constant buffer */
{
struct dx11_test_uniform *uniform = dx11_buffer_push(constant_buffer, sizeof(struct dx11_test_uniform));
uniform->vp = vp_matrix;
uniform->instance_offset = instance_offset;
dx11_buffer_submit(constant_buffer);
}
ID3D11DeviceContext_VSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
ID3D11DeviceContext_PSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
/* Bind dummy vertex buffer */
u32 zero = 0;
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &G.dummy_vertex_buffer->gpu_buffer, &zero, &zero);
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, G.quad_index_buffer->gpu_buffer, DXGI_FORMAT_R16_UINT, zero);
/* Bind SRVs */
ID3D11ShaderResourceView *srvs[] = { instance_buffer->srv };
ID3D11DeviceContext_VSSetShaderResources(G.devcon, 0, ARRAY_COUNT(srvs), srvs);
ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, ARRAY_COUNT(srvs), srvs);
/* Bind RTVs */
ID3D11RenderTargetView *rtvs[] = { final_tex->rtv };
ID3D11DeviceContext_OMSetRenderTargets(G.devcon, ARRAY_COUNT(rtvs), rtvs, NULL);
/* Draw */
ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
/* FIXME: Set StartInstanceLocation parameter here rather than passing instance_offset into CBV */
ID3D11DeviceContext_DrawIndexedInstanced(G.devcon, 6, instance_count, 0, 0, 0);
/* Unbind */
dx11_unbind(DX11_UNBIND_VS | DX11_UNBIND_PS | DX11_UNBIND_CBUFF | DX11_UNBIND_VBUFF | DX11_UNBIND_IBUFF | DX11_UNBIND_SRV | DX11_UNBIND_RTV);
}
} break;
}
}
}
sprite_scope_end(sprite_scope);
}
/* ========================== *
* Backbuffer
* ========================== */
INTERNAL void gpu_capture_image_for_profiler(void);
#if GSTAT_ENABLED || PROFILING
INTERNAL struct DXGI_QUERY_VIDEO_MEMORY_INFO get_memory_info(void)
{
__prof;
/* Get DXGI device from D3D11 device */
IDXGIDevice *dxgiDevice;
HRESULT hr = ID3D11Device_QueryInterface(G.dev, &IID_IDXGIDevice, (void **)&dxgiDevice);
(UNUSED)hr;
ASSERT(SUCCEEDED(hr));
/* Get DXGI adapter from DXGI device */
IDXGIAdapter *dxgiAdapter;
hr = IDXGIDevice_GetAdapter(dxgiDevice, &dxgiAdapter);
ASSERT(SUCCEEDED(hr));
IDXGIAdapter3 *dxgiAdapter3 = NULL;
hr = IDXGIAdapter_QueryInterface(dxgiAdapter, &IID_IDXGIAdapter3, (void **)&dxgiAdapter3);
ASSERT(SUCCEEDED(hr));
struct DXGI_QUERY_VIDEO_MEMORY_INFO info = ZI;
IDXGIAdapter3_QueryVideoMemoryInfo(
dxgiAdapter3,
0,
DXGI_MEMORY_SEGMENT_GROUP_LOCAL,
&info
);
IDXGIAdapter_Release(dxgiAdapter3);
IDXGIAdapter_Release(dxgiAdapter);
IDXGIDevice_Release(dxgiDevice);
return info;
}
#endif
INTERNAL void present_resize(struct v2i32 size)
{
__prof;
/* Delay backbuffer recreation so that we don't recreate it too quickly.
* It seems that doing this without a delay too often will cause windows
* to eventually just display a blackscreen rather than the backbuffer
* (e.g. when resizing for more than a few seconds). */
i64 now_ns = sys_time_ns();
if (G.last_backbuffer_resize_ns != 0) {
i64 next_resize_ns = G.last_backbuffer_resize_ns + NS_FROM_SECONDS(DX11_BACKBUFFER_RECREATION_DELAY);
if (now_ns < next_resize_ns) {
sys_sleep_precise(SECONDS_FROM_NS(next_resize_ns - now_ns));
now_ns = sys_time_ns();
}
}
G.last_backbuffer_resize_ns = now_ns;
/* Release */
if (G.backbuffer_texture.texture != 0) {
ID3D11RenderTargetView_Release(G.backbuffer_texture.rtv);
ID3D11Texture2D_Release(G.backbuffer_texture.texture);
}
/* Resize */
IDXGISwapChain_ResizeBuffers(G.swapchain, 0, size.x, size.y, DXGI_FORMAT_UNKNOWN, DX11_SWAPCHAIN_FLAGS);
IDXGISwapChain_GetBuffer(G.swapchain, 0, &IID_ID3D11Texture2D, (LPVOID *)&G.backbuffer_texture.texture);
G.backbuffer_texture.size = size;
/* Create rtv */
D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = ZI;
rtv_desc.Format = DX11_SWAPCHAIN_RTV_FORMAT;
rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
ID3D11Device_CreateRenderTargetView(G.dev, (ID3D11Resource *)G.backbuffer_texture.texture, &rtv_desc, &G.backbuffer_texture.rtv);
}
INTERNAL void present_blit(struct dx11_texture *dst, struct dx11_texture *src, struct xform src_xf)
{
__prof;
__profscope_dx11(G.profiling_ctx, Blit, RGB32_F(0.3, 0.1, 0.1));
struct gpu_handle src_texture_handle = { .v = (u64)src };
struct gpu_handle dst_texture_handle = { .v = (u64)dst };
/* Draw texture to backbuffer texture */
/* TODO: Specialized blit shader */
{
struct draw_texture_params params = DRAW_TEXTURE_PARAMS(.xf = src_xf, .texture = src_texture_handle);
draw_texture(G.present_blit_plan, params);
}
/* Clear textures */
gpu_texture_clear(dst_texture_handle, RGBA32_F(0, 0, 0, 1));
/* Render to backbuffer texture */
{
struct gpu_dispatch_params params = ZI;
params.plan = G.present_blit_plan;
params.draw_target = dst_texture_handle;
params.draw_target_viewport = RECT_FROM_V2(V2(0, 0), V2(dst->size.x, dst->size.y));
params.draw_target_view = XFORM_IDENT;
gpu_dispatch(params);
}
}
void gpu_present(struct v2i32 backbuffer_resolution, struct gpu_handle texture, struct xform texture_xf, i32 vsync)
{
__prof;
/* Reload dirty shaders */
#if RESOURCE_RELOADING
for (u64 i = DX11_SHADER_KIND_NONE + 1; i < NUM_DX11_SHADER_KINDS; ++i) {
struct dx11_shader_desc *desc = &G.shader_info[i];
if (shader_unset_dirty(desc)) {
reload_shader(&G.shaders[i], desc);
}
}
#endif
/* Track vram usage */
#if GSTAT_ENABLED || PROFILING
{
struct DXGI_QUERY_VIDEO_MEMORY_INFO info = get_memory_info();
u64 vram = info.CurrentUsage;
u64 budget = info.Budget;
(UNUSED)vram;
(UNUSED)budget;
# if GSTAT_ENABLED
{
gstat_set(GSTAT_VRAM_USAGE, vram);
gstat_set(GSTAT_VRAM_BUDGET, budget);
}
# endif
# if PROFILING
{
LOCAL_PERSIST char *vram_plot_name = NULL;
LOCAL_PERSIST u64 prev_vram = 0;
if (!vram_plot_name) {
vram_plot_name = "Video memory usage";
__prof_plot_init(vram_plot_name, __prof_plot_type_memory, 1, 1, 0);
}
if (vram != prev_vram) {
__prof_plot_i(vram_plot_name, vram);
}
prev_vram = vram;
}
# endif
}
#endif
/* Wait */
i32 flags = 0;
if (vsync) {
if (G.swapchain_waitable != NULL) {
__profscope(Present wait);
WaitForSingleObjectEx(G.swapchain_waitable, 1000, TRUE);
}
} else {
#if DX11_ALLOW_TEARING
flags = DXGI_PRESENT_ALLOW_TEARING;
#endif
}
/* Resize backbuffer */
if (!v2i32_eq(G.backbuffer_texture.size, backbuffer_resolution)) {
present_resize(backbuffer_resolution);
}
/* Blit to backbuffer */
present_blit(&G.backbuffer_texture, (struct dx11_texture *)texture.v, texture_xf);
/* Present */
gpu_capture_image_for_profiler();
{
__profscope(Present);
IDXGISwapChain2_Present(G.swapchain, vsync, flags);
__prof_dx11_collect(G.profiling_ctx);
__profframe(0);
}
}
/* ========================== *
* Profiling frame capture
* ========================== */
/* FIXME: enable this */
#if PROFILING && PROFILING_CAPTURE_FRAME_IMAGE
#define CAP_WIDTH 320
#define CAP_HEIGHT 180
struct prof_cap {
ID3D11Texture2D *texture;
struct v2 size;
};
INTERNAL void gpu_capture_image_for_profiler(void)
{
__prof;
/* A rolling window of staging textures is used. This is because trying to
* map a texture immediately after copying the resource will cause the map
* to hang while it waits for the copy to finish.
*
* At the time of writing this code, 5 textures seems to be the sweet spot
* for performance.
*/
static struct prof_cap staging_caps[5] = ZI;
static u32 cap_index = 0;
static b32 ready_to_read = false;
ID3D11Texture2D *backbuffer = NULL;
IDXGISwapChain_GetBuffer(G.swapchain, 0, &IID_ID3D11Texture2D, (LPVOID *)&backbuffer);
struct prof_cap *write_cap = &staging_caps[cap_index];
MEMZERO_STRUCT(write_cap);
{
D3D11_TEXTURE2D_DESC staging_desc;
ID3D11Texture2D_GetDesc(backbuffer, &staging_desc);
staging_desc.Usage = D3D11_USAGE_STAGING;
staging_desc.BindFlags = 0;
staging_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
write_cap->size = V2(staging_desc.Width, staging_desc.Height);
ID3D11Device_CreateTexture2D(G.dev, &staging_desc, NULL, &write_cap->texture);
}
ID3D11DeviceContext_CopyResource(G.devcon, (ID3D11Resource *)write_cap->texture, (ID3D11Resource *)backbuffer);
ID3D11Texture2D_Release(backbuffer);
++cap_index;
if (cap_index >= ARRAY_COUNT(staging_caps)) {
cap_index = 0;
ready_to_read = true;
}
if (ready_to_read) {
struct prof_cap *read_cap = &staging_caps[cap_index];
{
D3D11_MAPPED_SUBRESOURCE res;
ID3D11DeviceContext_Map(G.devcon, (ID3D11Resource *)read_cap->texture, 0, D3D11_MAP_READ, 0, &res);
u32 final_width = CAP_WIDTH;
u32 final_height = CAP_HEIGHT;
f32 width_frequency = (f32)read_cap->size.x / (f32)final_width;
f32 height_frequency = (f32)read_cap->size.y / (f32)final_height;
{
struct arena_temp scratch = scratch_begin_no_conflict();
u32 *source = res.pData;
u32 *dest = arena_push_array_no_zero(scratch.arena, u32, final_width * final_height);
u32 pitch = res.RowPitch / 4;
for (u32 y = 0; y < final_height; ++y) {
for (u32 x = 0; x < final_width; ++x) {
u32 *pixel = &dest[x + (y * final_width)];
u64 source_x = (u64)(width_frequency * (f32)x);
u64 source_y = (u64)(height_frequency * (f32)y);
*pixel = source[source_x + (source_y * pitch)];
}
}
{
__profscope(prof_frame_image);
__profframeimage(dest, (u16)final_width, (u16)final_height, ARRAY_COUNT(staging_caps) - 1, false);
}
scratch_end(scratch);
}
ID3D11DeviceContext_Unmap(G.devcon, (ID3D11Resource *)read_cap->texture, 0);
}
ID3D11Texture2D_Release(read_cap->texture);
}
}
#else
INTERNAL void gpu_capture_image_for_profiler(void)
{
}
#endif
#endif