1155 lines
39 KiB
C
1155 lines
39 KiB
C
#include "renderer.h"
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#include "sys.h"
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#include "memory.h"
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#include "arena.h"
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#include "scratch.h"
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#include "string.h"
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#include "math.h"
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#include "inc.h"
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#include "tar.h"
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#include "sprite.h"
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#pragma warning(push, 0)
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# define UNICODE
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# define COBJMACROS
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# include <Windows.h>
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# include <d3d11.h>
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# include <d3dcompiler.h>
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# include <dxgidebug.h>
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# include <dxgi1_3.h>
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#pragma warning(pop)
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#pragma comment(lib, "d3d11")
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#pragma comment(lib, "dxgi")
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#pragma comment(lib, "dxguid")
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#pragma comment(lib, "d3dcompiler")
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#define MAX_CMD_BUFFERS 1024
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/* FIXME: Enable this and resolve unreleased references */
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//#define D3D11_DEBUG RTC
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#define D3D11_DEBUG 0
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#define D3D11_SHADER_DEBUG RTC
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struct dx11_shader {
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enum shader_kind kind;
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u32 vertex_size;
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ID3D11InputLayout *input_layout;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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};
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struct dx11_constant_buffer_data {
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struct mat4x4 vp;
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};
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struct dx11_buffer {
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u32 vertex_count;
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u32 index_count;
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u8 *cpu_vertex_buffer; /* Array of homogeneous vertices (size depends on shader) */
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vidx *cpu_index_buffer; /* Array of vertex indices into cpu_vertex_buffer */
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struct arena vertex_arena;
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struct arena index_arena;
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u32 gpu_vertex_buffer_capacity;
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u32 gpu_index_buffer_capacity;
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ID3D11Buffer *gpu_vertex_buffer;
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ID3D11Buffer *gpu_index_buffer;
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};
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struct renderer_cmd {
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struct dx11_shader *shader;
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struct renderer_texture texture; /* Overrides sprite if set */
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struct sprite_tag sprite;
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/* Associated buffer data */
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u32 vertex_count;
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u32 index_count;
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u32 vertex_offset;
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u32 index_offset;
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b32 offsets_set;
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struct renderer_cmd *next;
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};
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struct cmd_store {
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struct renderer_cmd *cmd_first;
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struct renderer_cmd *cmd_last;
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struct arena arena;
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};
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struct renderer_cmd_buffer {
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struct dx11_buffer buffers[NUM_SHADERS];
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struct cmd_store cpu_cmd_store;
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struct cmd_store gpu_cmd_store;
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b32 valid; /* False if uninitialized (in sparse array) */
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};
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struct dx11_format {
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DXGI_FORMAT format;
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u32 pixel_size;
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};
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struct dx11_texture {
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ID3D11Texture2D *texture;
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b32 is_backbuffer;
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struct dx11_texture *prev;
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struct dx11_texture *next;
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struct dx11_texture *next_free;
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};
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INTERNAL void renderer_capture_image_for_profiler(void);
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/* ========================== *
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* Global state
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* ========================== */
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struct handle_slot {
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u64 idx;
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u64 gen;
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void *data;
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struct handle_slot *next_free;
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};
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struct handle_store {
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struct sys_mutex mutex;
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struct arena arena;
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struct handle_slot *head_free;
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struct handle_slot *array;
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u64 count;
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};
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struct dx11_shader_desc {
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char *name_cstr;
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u32 vertex_size;
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D3D11_INPUT_ELEMENT_DESC input_layout_desc[64]; /* NULL terminated array */
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};
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GLOBAL struct {
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struct arena arena;
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struct tar_archive shaders_archive; /* Tar archive including shader sources */
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ID3D11Device *dev;
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ID3D11DeviceContext *devcon;
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IDXGISwapChain1 *swapchain;
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struct dx11_texture backbuffer_texture;
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ID3D11BlendState *blend_state;
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ID3D11RasterizerState *rasterizer_state;
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ID3D11DepthStencilState *depth_stencil_state;
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ID3D11SamplerState *sampler_state;
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ID3D11Buffer *vs_constant_buffer;
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/* Texture store */
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struct sys_mutex textures_mutex;
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struct arena textures_arena;
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struct dx11_texture *textures_first;
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struct dx11_texture *textures_last;
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struct dx11_texture *textures_first_free;
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/* Sparse array (cmdbuff.valid) */
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struct renderer_cmd_buffer cmdbuffs[MAX_CMD_BUFFERS];
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struct dx11_shader shaders[NUM_SHADERS];
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struct dx11_shader_desc shader_info[NUM_SHADERS];
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} G = ZI, DEBUG_ALIAS(G, G_renderer_d3d11);
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/* ========================== *
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* Util
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* ========================== */
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/* Calculate the view projection matrix */
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INLINE struct mat4x4 calculate_vp(struct xform view, f32 viewport_width, f32 viewport_height)
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{
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struct mat4x4 projection = mat4x4_from_ortho(0.0, viewport_width, viewport_height, 0.0, -1.0, 1.0);
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struct mat4x4 view4x4 = mat4x4_from_xform(view);
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return mat4x4_mul(projection, view4x4);
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}
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INTERNAL void send_constant_buffer_data(ID3D11Buffer *buffer, struct mat4x4 vp)
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{
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D3D11_MAPPED_SUBRESOURCE ms;
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if (ID3D11DeviceContext_Map(G.devcon, (ID3D11Resource *)buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &ms) != S_OK) {
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ASSERT(false);
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return;
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}
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struct dx11_constant_buffer_data *data = (struct dx11_constant_buffer_data *)ms.pData;
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MEMCPY(&data->vp, &vp, sizeof(vp));
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ID3D11DeviceContext_Unmap(G.devcon, (ID3D11Resource *)buffer, 0);
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}
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/* ========================== *
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* Shader
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* ========================== */
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/* TODO: don't do fatal error, just don't use shader */
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INTERNAL void process_shader_compilation_error(ID3DBlob *error_blob)
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{
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struct temp_arena scratch = scratch_begin_no_conflict();
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struct string error_prefix = string_copy(scratch.arena, STR("Failed to compile shader:\n"));
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if (error_blob) {
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char *compile_error_cstr = (char *)ID3D10Blob_GetBufferPointer(error_blob);
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struct string error_msg = string_cat(scratch.arena, error_prefix, string_from_cstr(compile_error_cstr));
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sys_panic(error_msg);
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}
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scratch_end(scratch);
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}
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INTERNAL void init_shader_table(void)
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{
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MEMZERO_ARRAY(G.shader_info);
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/* Triangle shader layout */
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G.shader_info[SHADER_TRIANGLE] = (struct dx11_shader_desc) {
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"shaders/triangle.hlsl",
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sizeof(struct triangle_shader_vertex),
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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}
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};
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/* Grid shader layout */
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G.shader_info[SHADER_GRID] = (struct dx11_shader_desc) {
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"shaders/grid.hlsl",
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sizeof(struct grid_shader_vertex),
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "THICKNESS", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "SPACING", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "OFFSET", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
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}
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};
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}
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INTERNAL void shader_init(struct dx11_shader *shader, enum shader_kind kind)
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{
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__prof;
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MEMZERO_STRUCT(shader);
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struct temp_arena scratch = scratch_begin_no_conflict();
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const struct dx11_shader_desc *shader_desc = &G.shader_info[kind];
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shader->kind = kind;
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shader->vertex_size = shader_desc->vertex_size;
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u32 flags = D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR;
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#if D3D11_SHADER_DEBUG
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flags |= D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
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#else
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flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
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#endif
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/* Compile shader */
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ID3DBlob *vs_blob, *ps_blob;
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{
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struct string name = string_from_cstr(shader_desc->name_cstr);
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struct tar_entry *tar_entry = tar_get(&G.shaders_archive, name);
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if (!tar_entry) {
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sys_panic(string_format(scratch.arena,
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STR("Could not find shader \"%F\""),
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FMT_STR(name)));
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}
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struct buffer shader_src = tar_entry->buff;
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/* Compile shader */
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/* TODO: pre-compile shaders w/ FXC? */
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ID3DBlob *error_blob;
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HRESULT v_res = D3DCompile(shader_src.data, shader_src.size, NULL, NULL, NULL, "vs_main", "vs_5_0", flags, 0, &vs_blob, &error_blob);
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if (FAILED(v_res)) {
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process_shader_compilation_error(error_blob);
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}
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HRESULT p_res = D3DCompile(shader_src.data, shader_src.size, NULL, NULL, NULL, "ps_main", "ps_5_0", flags, 0, &ps_blob, &error_blob);
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if (FAILED(p_res)) {
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process_shader_compilation_error(error_blob);
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}
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}
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/* Get number of device layout elements from NULL terminated array */
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u32 elem_count = 0;
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for (; elem_count < ARRAY_COUNT(shader_desc->input_layout_desc); ++elem_count) {
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const D3D11_INPUT_ELEMENT_DESC *d = &shader_desc->input_layout_desc[elem_count];
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if (d->SemanticName == NULL) {
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break;
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}
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}
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/* Create device layout */
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ID3D11Device_CreateInputLayout(G.dev, shader_desc->input_layout_desc, elem_count, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), &shader->input_layout);
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/* Create shader */
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ID3D11Device_CreateVertexShader(G.dev, ID3D10Blob_GetBufferPointer(vs_blob), ID3D10Blob_GetBufferSize(vs_blob), NULL, &shader->vs);
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ID3D11Device_CreatePixelShader(G.dev, ID3D10Blob_GetBufferPointer(ps_blob), ID3D10Blob_GetBufferSize(ps_blob), NULL, &shader->ps);
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ID3D10Blob_Release(vs_blob);
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ID3D10Blob_Release(ps_blob);
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scratch_end(scratch);
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}
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/* ========================== *
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* Startup
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* ========================== */
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struct renderer_startup_receipt renderer_startup(struct sys_window *window)
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{
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__profscope(initializing_d3d11);
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G.arena = arena_alloc(GIGABYTE(64));
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/* Initialize texture store */
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G.textures_mutex = sys_mutex_alloc();
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G.textures_arena = arena_alloc(GIGABYTE(64));
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/* Load shader archive */
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struct buffer embedded_data = inc_shaders_tar();
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if (embedded_data.size > 0) {
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G.shaders_archive = tar_parse(&G.arena, embedded_data, STR("shaders/"));
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}
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/* Initialize shader table */
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init_shader_table();
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HRESULT hr;
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ID3D11Device *device;
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ID3D11DeviceContext *context;
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IDXGISwapChain1 *swapchain;
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/* Create D3D11 device & context */
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{
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#if D3D11_DEBUG
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u32 flags = D3D11_CREATE_DEVICE_DEBUG;
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#else
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u32 flags = 0;
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#endif
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D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_11_0 };
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hr = D3D11CreateDevice(
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NULL,
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D3D_DRIVER_TYPE_HARDWARE,
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NULL,
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flags,
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levels,
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ARRAY_COUNT(levels),
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D3D11_SDK_VERSION,
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&device,
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NULL,
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&context
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);
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ASSERT(SUCCEEDED(hr));
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}
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#if D3D11_DEBUG
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/* Enable debug break on API errors */
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{
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ID3D11InfoQueue *info;
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ID3D11Device_QueryInterface(device, &IID_ID3D11InfoQueue, (void **)&info);
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ID3D11InfoQueue_SetBreakOnSeverity(info, D3D11_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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ID3D11InfoQueue_SetBreakOnSeverity(info, D3D11_MESSAGE_SEVERITY_ERROR, TRUE);
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ID3D11InfoQueue_Release(info);
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}
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/* Enable debug break for DXGI too */
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{
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IDXGIInfoQueue *dxgiInfo;
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hr = DXGIGetDebugInterface1(0, &IID_IDXGIInfoQueue, (void **)&dxgiInfo);
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ASSERT(SUCCEEDED(hr));
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IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfo, DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_CORRUPTION, TRUE);
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IDXGIInfoQueue_SetBreakOnSeverity(dxgiInfo, DXGI_DEBUG_ALL, DXGI_INFO_QUEUE_MESSAGE_SEVERITY_ERROR, TRUE);
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IDXGIInfoQueue_Release(dxgiInfo);
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}
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#endif
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/* Create swap chain */
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{
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HWND hwnd = (HWND)sys_window_get_internal_handle(window);
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/* Get DXGI device from D3D11 device */
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IDXGIDevice *dxgiDevice;
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hr = ID3D11Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgiDevice);
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ASSERT(SUCCEEDED(hr));
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/* Get DXGI adapter from DXGI device */
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IDXGIAdapter *dxgiAdapter;
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hr = IDXGIDevice_GetAdapter(dxgiDevice, &dxgiAdapter);
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ASSERT(SUCCEEDED(hr));
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/* Get DXGI factory from DXGI adapter */
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IDXGIFactory2 *factory;
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hr = IDXGIAdapter_GetParent(dxgiAdapter, &IID_IDXGIFactory2, (void **)&factory);
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ASSERT(SUCCEEDED(hr));
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DXGI_SWAP_CHAIN_DESC1 desc = {
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.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
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.SampleDesc = { 1, 0 },
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.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
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.BufferCount = 2,
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.Scaling = DXGI_SCALING_NONE,
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/* More efficient FLIP presentation model.
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* Windows 10 allows to use DXGI_SWAP_EFFECT_FLIP_DISCARD
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* For Windows 8 compatibility use DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL
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* For Windows 7 compatibility use DXGI_SWAP_EFFECT_DISCARD
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*/
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
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};
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hr = IDXGIFactory2_CreateSwapChainForHwnd(factory, (IUnknown *)device, hwnd, &desc, NULL, NULL, &swapchain);
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ASSERT(SUCCEEDED(hr));
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/* Disable Alt+Enter changing monitor resolution to match window size */
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IDXGIFactory_MakeWindowAssociation(factory, hwnd, DXGI_MWA_NO_ALT_ENTER);
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IDXGIFactory2_Release(factory);
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IDXGIAdapter_Release(dxgiAdapter);
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IDXGIDevice_Release(dxgiDevice);
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}
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if (!SUCCEEDED(hr) || !device || !context || !swapchain) {
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/* Renderer initialization failure */
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/* TODO: Better message */
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sys_panic(STR("Failed to initialize renderer"));
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}
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G.dev = device;
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G.devcon = context;
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G.swapchain = swapchain;
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/* Create the blending setup */
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{
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__profscope(create_blend_state);
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const f32 blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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/* TODO: Actually go over these (just want alpha blending/transparency) */
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D3D11_BLEND_DESC desc = {
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.AlphaToCoverageEnable = false,
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.RenderTarget[0].BlendEnable = true,
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.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA,
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.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA,
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.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD,
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.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE,
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.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA,
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.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD,
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.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL
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};
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/* FIXME: Free this? */
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ID3D11Device_CreateBlendState(G.dev, &desc, &G.blend_state);
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ID3D11DeviceContext_OMSetBlendState(G.devcon, G.blend_state, blend_factor, 0xffffffff);
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}
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/* Create depth-stencil State */
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{
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__profscope(create_depth_stencil_state);
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/* TODO: Actually go over these (copied from elsewhere) */
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D3D11_DEPTH_STENCIL_DESC desc = ZI;
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desc.DepthEnable = false;
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desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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desc.StencilEnable = false;
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desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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|
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);
|
|
}
|
|
|
|
/* Create the constant buffer */
|
|
{
|
|
__profscope(create_const_buffer);
|
|
D3D11_BUFFER_DESC desc = {
|
|
.ByteWidth = sizeof(struct dx11_constant_buffer_data),
|
|
.Usage = D3D11_USAGE_DYNAMIC,
|
|
.BindFlags = D3D11_BIND_CONSTANT_BUFFER,
|
|
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE,
|
|
.MiscFlags = 0
|
|
};
|
|
ID3D11Device_CreateBuffer(G.dev, &desc, NULL, &G.vs_constant_buffer);
|
|
|
|
/* Apparently ByteWidth needs to be in multiples of 16? */
|
|
ASSERT(desc.ByteWidth % 16 == 0);
|
|
}
|
|
|
|
/* Init shaders */
|
|
for (u32 i = SHADER_NONE + 1; i < NUM_SHADERS; ++i) {
|
|
/* Create shader */
|
|
shader_init(&G.shaders[i], i);
|
|
}
|
|
|
|
return (struct renderer_startup_receipt) { 0 };
|
|
}
|
|
|
|
/* ========================== *
|
|
* Render
|
|
* ========================== */
|
|
|
|
/* TODO: Lock cmdbuff or at least global state? (in-case multi-threaded present).
|
|
* Another option is to store a separate device on each cmdbuff?
|
|
*
|
|
* I'm thinking we may also just need to lock texture modification access while presenting */
|
|
INTERNAL void dx11_render(ID3D11RenderTargetView *target, struct renderer_cmd_buffer *cmdbuff, struct xform view, struct rect viewport, struct sprite_scope *sprite_scope)
|
|
{
|
|
__prof;
|
|
ID3D11DeviceContext_OMSetRenderTargets(G.devcon, 1, &target, NULL);
|
|
|
|
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);
|
|
|
|
/* Fill and set constant buffer
|
|
* NOTE: We're only doing this once per render, rather than once per
|
|
* draw call since the only constant right now is VP. */
|
|
struct mat4x4 vp_matrix = calculate_vp(view, viewport.width, viewport.height);
|
|
send_constant_buffer_data(G.vs_constant_buffer, vp_matrix);
|
|
ID3D11DeviceContext_VSSetConstantBuffers(G.devcon, 0, 1, &G.vs_constant_buffer);
|
|
ID3D11DeviceContext_PSSetConstantBuffers(G.devcon, 0, 1, &G.vs_constant_buffer);
|
|
|
|
struct dx11_shader *last_shader = NULL;
|
|
|
|
struct renderer_cmd *cmd = cmdbuff ? cmdbuff->gpu_cmd_store.cmd_first : NULL;
|
|
for (; cmd; cmd = cmd->next) {
|
|
struct dx11_shader *shader = cmd->shader;
|
|
struct dx11_buffer *buffer = &cmdbuff->buffers[shader->kind];
|
|
|
|
/* Activate shader */
|
|
if (shader != last_shader) {
|
|
ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
|
|
ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
|
|
ID3D11DeviceContext_IASetInputLayout(G.devcon, shader->input_layout);
|
|
last_shader = shader;
|
|
}
|
|
|
|
ID3D11ShaderResourceView *null_srv[1] = { NULL };
|
|
|
|
switch (shader->kind) {
|
|
default:
|
|
{
|
|
/* Unknown shader */
|
|
ASSERT(false);
|
|
} break;
|
|
|
|
case SHADER_TRIANGLE:
|
|
{
|
|
/* FIXME: Texture refcount needs to be increased here to prevent release mid-render */
|
|
ID3D11Texture2D *texture = NULL;
|
|
if (cmd->texture.handle) {
|
|
/* Load texture if handle is set */
|
|
texture = ((struct dx11_texture *)cmd->texture.handle)->texture;
|
|
} else {
|
|
/* Otherwise load sprite */
|
|
struct sprite_texture *sprite_texture = sprite_texture_from_tag_async(sprite_scope, cmd->sprite);
|
|
if (sprite_texture->loaded) {
|
|
texture = ((struct dx11_texture *)sprite_texture->texture.handle)->texture;
|
|
}
|
|
}
|
|
|
|
if (texture) {
|
|
/* Bind texture */
|
|
D3D11_TEXTURE2D_DESC texture_desc = ZI;
|
|
ID3D11Texture2D_GetDesc(texture, &texture_desc);
|
|
|
|
/* Create SRV */
|
|
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = { .Format = texture_desc.Format, .ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D, .Texture2D.MipLevels = texture_desc.MipLevels, .Texture2D.MostDetailedMip = 0 };
|
|
ID3D11ShaderResourceView *texture_srv = NULL;
|
|
ID3D11Device_CreateShaderResourceView(G.dev, (ID3D11Resource *)texture, &srv_desc, &texture_srv);
|
|
|
|
ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, 1, &texture_srv);
|
|
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
/* Activate buffer */
|
|
u32 zero = 0;
|
|
UINT vertex_stride = shader->vertex_size;
|
|
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &buffer->gpu_vertex_buffer, &vertex_stride, &zero);
|
|
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, buffer->gpu_index_buffer, DXGI_FORMAT_R32_UINT, zero);
|
|
|
|
/* Draw */
|
|
u32 vertex_offset = cmd->vertex_offset;
|
|
u32 index_offset = cmd->index_offset;
|
|
u32 index_count = cmd->index_count;
|
|
ID3D11DeviceContext_DrawIndexed(G.devcon, index_count, index_offset, vertex_offset);
|
|
|
|
/* Release SRV */
|
|
ID3D11ShaderResourceView_Release(texture_srv);
|
|
|
|
/* Unbind */
|
|
ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, 1, null_srv);
|
|
}
|
|
} break;
|
|
|
|
case SHADER_GRID:
|
|
{
|
|
ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
|
|
/* Activate buffer */
|
|
u32 zero = 0;
|
|
UINT vertex_stride = shader->vertex_size;
|
|
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &buffer->gpu_vertex_buffer, &vertex_stride, &zero);
|
|
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, buffer->gpu_index_buffer, DXGI_FORMAT_R32_UINT, zero);
|
|
|
|
/* Draw */
|
|
u32 vertex_offset = cmd->vertex_offset;
|
|
u32 index_offset = cmd->index_offset;
|
|
u32 index_count = cmd->index_count;
|
|
ID3D11DeviceContext_DrawIndexed(G.devcon, index_count, index_offset, vertex_offset);
|
|
} break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ========================== *
|
|
* Texture
|
|
* ========================== */
|
|
|
|
INTERNAL struct dx11_format dx11_format_from_renderer_format(enum renderer_texture_format format)
|
|
{
|
|
LOCAL_PERSIST const struct dx11_format sizes[NUM_RENDERER_TEXTURE_FORMATS] = {
|
|
[RENDERER_TEXTURE_FORMAT_R8G8B8A8_UNORM] = {
|
|
.format = DXGI_FORMAT_R8G8B8A8_UNORM,
|
|
.pixel_size = 4
|
|
}
|
|
};
|
|
struct dx11_format res = ZI;
|
|
if ((u32)format < ARRAY_COUNT(sizes)) {
|
|
res = sizes[format];
|
|
}
|
|
return res;
|
|
}
|
|
|
|
INTERNAL struct dx11_texture *dx11_texture_alloc(enum renderer_texture_format format, u32 flags, struct v2i32 size, void *initial_data)
|
|
{
|
|
struct dx11_texture *t = NULL;
|
|
{
|
|
/* Allocate to list */
|
|
struct sys_lock lock = sys_mutex_lock_e(&G.textures_mutex);
|
|
if (G.textures_first_free) {
|
|
t = G.textures_first_free;
|
|
G.textures_first_free = t->next_free;
|
|
} else {
|
|
t = arena_push(&G.textures_arena, struct dx11_texture);
|
|
}
|
|
MEMZERO_STRUCT(t);
|
|
if (!G.textures_first) {
|
|
G.textures_first = t;
|
|
} else {
|
|
G.textures_last->next = t;
|
|
}
|
|
t->prev = G.textures_last;
|
|
G.textures_last = t;
|
|
sys_mutex_unlock(&lock);
|
|
}
|
|
struct dx11_format dx11_format = dx11_format_from_renderer_format(format);
|
|
if (dx11_format.format == DXGI_FORMAT_UNKNOWN) {
|
|
/* Unknown format */
|
|
ASSERT(false);
|
|
dx11_format = (struct dx11_format) { .format = DXGI_FORMAT_R8G8B8A8_UNORM, .pixel_size = 4 };
|
|
}
|
|
|
|
u32 bind_flags = D3D11_BIND_SHADER_RESOURCE;
|
|
if (flags & RENDERER_TEXTURE_FLAG_TARGET) {
|
|
bind_flags |= D3D11_BIND_RENDER_TARGET;
|
|
}
|
|
|
|
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 = bind_flags;
|
|
desc.Format = dx11_format.format;
|
|
|
|
ID3D11Texture2D *texture = NULL;
|
|
if (initial_data) {
|
|
D3D11_SUBRESOURCE_DATA subresource_data = { .pSysMem = initial_data, .SysMemPitch = size.x * dx11_format.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;
|
|
|
|
return t;
|
|
}
|
|
|
|
INTERNAL void dx11_texture_release(struct dx11_texture *t)
|
|
{
|
|
if (!t->is_backbuffer) {
|
|
{
|
|
/* Free from list */
|
|
struct sys_lock lock = sys_mutex_lock_e(&G.textures_mutex);
|
|
struct dx11_texture *prev = t->prev;
|
|
struct dx11_texture *next = t->next;
|
|
if (prev) {
|
|
prev->next = next;
|
|
}
|
|
if (next) {
|
|
next->prev = prev;
|
|
}
|
|
if (G.textures_first == t) {
|
|
G.textures_first = next;
|
|
}
|
|
if (G.textures_last == t) {
|
|
G.textures_last = prev;
|
|
}
|
|
t->next_free = G.textures_first_free;
|
|
G.textures_first_free = t;
|
|
sys_mutex_unlock(&lock);
|
|
}
|
|
if (t->texture) {
|
|
ID3D11Texture2D_Release(t->texture);
|
|
}
|
|
}
|
|
}
|
|
|
|
struct renderer_texture renderer_texture_alloc(enum renderer_texture_format format, u32 flags, struct v2i32 size, void *initial_data)
|
|
{
|
|
__prof;
|
|
struct renderer_texture res = ZI;
|
|
struct dx11_texture *t = dx11_texture_alloc(format, flags, size, initial_data);
|
|
res.handle = (u64)t;
|
|
return res;
|
|
}
|
|
|
|
void renderer_texture_release(struct renderer_texture t)
|
|
{
|
|
__prof;
|
|
dx11_texture_release((struct dx11_texture *)t.handle);
|
|
}
|
|
|
|
void renderer_texture_clear(struct renderer_texture target_texture, u32 clear_color)
|
|
{
|
|
__prof;
|
|
|
|
ID3D11Texture2D *texture = ((struct dx11_texture *)target_texture.handle)->texture;
|
|
|
|
ID3D11RenderTargetView *target_view = NULL;
|
|
ID3D11Device_CreateRenderTargetView(G.dev, (ID3D11Resource *)texture, NULL, &target_view);
|
|
if (target_view) {
|
|
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, target_view, fill);
|
|
}
|
|
|
|
if (target_view) {
|
|
ID3D11RenderTargetView_Release(target_view);
|
|
}
|
|
}
|
|
|
|
void renderer_texture_render(struct renderer_texture texture, struct renderer_cmd_buffer *cmdbuff, struct xform view, struct rect viewport, struct sprite_scope *sprite_scope)
|
|
{
|
|
__prof;
|
|
|
|
struct dx11_texture *t = (struct dx11_texture *)texture.handle;
|
|
|
|
ID3D11RenderTargetView *target_view = NULL;
|
|
ID3D11Device_CreateRenderTargetView(G.dev, (ID3D11Resource *)t->texture, NULL, &target_view);
|
|
if (target_view) {
|
|
dx11_render(target_view, cmdbuff, view, viewport, sprite_scope);
|
|
}
|
|
|
|
if (target_view) {
|
|
ID3D11RenderTargetView_Release(target_view);
|
|
}
|
|
}
|
|
|
|
struct v2i32 renderer_texture_get_size(struct renderer_texture texture)
|
|
{
|
|
struct v2i32 res = ZI;
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
ID3D11Texture2D_GetDesc(((struct dx11_texture *)texture.handle)->texture, &desc);
|
|
res.x = desc.Width;
|
|
res.y = desc.Height;
|
|
return res;
|
|
}
|
|
|
|
/* ========================== *
|
|
* Backbuffer
|
|
* ========================== */
|
|
|
|
struct renderer_texture renderer_backbuffer_recreate(struct v2i32 size)
|
|
{
|
|
struct renderer_texture res = ZI;
|
|
|
|
/* Resize */
|
|
if (G.backbuffer_texture.texture != 0) {
|
|
ID3D11Texture2D_Release(G.backbuffer_texture.texture);
|
|
}
|
|
IDXGISwapChain_ResizeBuffers(G.swapchain, 0, size.x, size.y, DXGI_FORMAT_UNKNOWN, 0);
|
|
IDXGISwapChain_GetBuffer(G.swapchain, 0, &IID_ID3D11Texture2D, (LPVOID *)&G.backbuffer_texture.texture);
|
|
|
|
res.handle = (u64)&G.backbuffer_texture;
|
|
return res;
|
|
}
|
|
|
|
void renderer_backbuffer_present(i32 vsync)
|
|
{
|
|
__prof;
|
|
|
|
{
|
|
__profscope(IDXGISwapchain_Present);
|
|
IDXGISwapChain1_Present(G.swapchain, vsync, 0);
|
|
__profframe(0);
|
|
}
|
|
|
|
renderer_capture_image_for_profiler();
|
|
}
|
|
|
|
/* ========================== *
|
|
* Cmd buffer
|
|
* ========================== */
|
|
|
|
struct renderer_cmd_buffer *renderer_cmd_buffer_alloc(void)
|
|
{
|
|
struct renderer_cmd_buffer *cmdbuff = NULL;
|
|
for (u32 i = 0; i < MAX_CMD_BUFFERS; ++i) {
|
|
if (!G.cmdbuffs[i].valid) {
|
|
cmdbuff = &G.cmdbuffs[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!cmdbuff) {
|
|
sys_panic(STR("Max renderer cmdbuffs reached"));
|
|
return NULL;
|
|
}
|
|
|
|
MEMZERO_STRUCT(cmdbuff);
|
|
cmdbuff->cpu_cmd_store.arena = arena_alloc(GIGABYTE(8));
|
|
cmdbuff->gpu_cmd_store.arena = arena_alloc(GIGABYTE(8));
|
|
cmdbuff->valid = true;
|
|
|
|
/* Initialize buffers */
|
|
for (u32 i = SHADER_NONE + 1; i < ARRAY_COUNT(cmdbuff->buffers); ++i) {
|
|
struct dx11_buffer *buffer = &cmdbuff->buffers[i];
|
|
buffer->vertex_arena = arena_alloc(GIGABYTE(8));
|
|
buffer->index_arena = arena_alloc(GIGABYTE(8));
|
|
buffer->cpu_vertex_buffer = arena_dry_push(&buffer->vertex_arena, u8);
|
|
buffer->cpu_index_buffer = arena_dry_push(&buffer->index_arena, vidx);
|
|
}
|
|
|
|
return cmdbuff;
|
|
}
|
|
|
|
void renderer_cmd_buffer_release(struct renderer_cmd_buffer *cmdbuff)
|
|
{
|
|
cmdbuff->valid = false;
|
|
arena_release(&cmdbuff->cpu_cmd_store.arena);
|
|
arena_release(&cmdbuff->gpu_cmd_store.arena);
|
|
|
|
/* Destroy buffers */
|
|
for (u32 i = SHADER_NONE + 1; i < ARRAY_COUNT(cmdbuff->buffers); ++i) {
|
|
struct dx11_buffer *buffer = &cmdbuff->buffers[i];
|
|
arena_release(&buffer->vertex_arena);
|
|
arena_release(&buffer->index_arena);
|
|
|
|
/* FIXME: Clear GPU buffers */
|
|
}
|
|
}
|
|
|
|
u32 renderer_cmd_buffer_push_vertices(struct renderer_cmd_buffer *cmdbuff, u8 **vertices_out, vidx **indices_out, u32 vertices_count, u32 indices_count)
|
|
{
|
|
struct renderer_cmd *cmd = cmdbuff->cpu_cmd_store.cmd_last;
|
|
|
|
if (!cmd) {
|
|
/* Tried to draw to cmdbuff with no active draw cmd */
|
|
ASSERT(false);
|
|
return 0;
|
|
}
|
|
|
|
struct dx11_shader *shader = cmd->shader;
|
|
struct dx11_buffer *buffer = &cmdbuff->buffers[shader->kind];
|
|
|
|
if (!cmd->offsets_set) {
|
|
cmd->vertex_offset = buffer->vertex_count;
|
|
cmd->index_offset = buffer->index_count;
|
|
cmd->offsets_set = true;
|
|
}
|
|
|
|
u32 first_vertex_index = cmd->vertex_count;
|
|
cmd->vertex_count += vertices_count;
|
|
cmd->index_count += indices_count;
|
|
buffer->vertex_count += vertices_count;
|
|
buffer->index_count += indices_count;
|
|
|
|
*vertices_out = arena_push_array(&buffer->vertex_arena, u8, shader->vertex_size * vertices_count);
|
|
*indices_out = arena_push_array(&buffer->index_arena, vidx, indices_count);
|
|
|
|
return first_vertex_index;
|
|
}
|
|
|
|
void renderer_cmd_buffer_ensure_cmd(struct renderer_cmd_buffer *cmdbuff, struct renderer_cmd_parameters *params)
|
|
{
|
|
struct renderer_cmd *last_cmd = cmdbuff->cpu_cmd_store.cmd_last;
|
|
|
|
struct renderer_cmd *new_cmd = NULL;
|
|
switch (params->kind) {
|
|
default:
|
|
{
|
|
/* Unknown shader kind */
|
|
ASSERT(false);
|
|
} break;
|
|
|
|
case SHADER_TRIANGLE:
|
|
{
|
|
if (!last_cmd
|
|
|| last_cmd->shader->kind != SHADER_TRIANGLE
|
|
|| (last_cmd->texture.handle != params->texture_params.texture.handle)
|
|
|| !sprite_tag_eq(last_cmd->sprite, params->texture_params.sprite)) {
|
|
new_cmd = arena_push(&cmdbuff->cpu_cmd_store.arena, struct renderer_cmd);
|
|
*new_cmd = (struct renderer_cmd) {
|
|
.shader = &G.shaders[SHADER_TRIANGLE],
|
|
.texture = params->texture_params.texture,
|
|
.sprite = params->texture_params.sprite
|
|
};
|
|
}
|
|
} break;
|
|
|
|
case SHADER_GRID:
|
|
{
|
|
if (!last_cmd || last_cmd->shader->kind != SHADER_GRID) {
|
|
new_cmd = arena_push(&cmdbuff->cpu_cmd_store.arena, struct renderer_cmd);
|
|
*new_cmd = (struct renderer_cmd) {
|
|
.shader = &G.shaders[SHADER_GRID],
|
|
};
|
|
}
|
|
} break;
|
|
}
|
|
|
|
if (new_cmd) {
|
|
if (!cmdbuff->cpu_cmd_store.cmd_first) {
|
|
cmdbuff->cpu_cmd_store.cmd_first = new_cmd;
|
|
} else {
|
|
last_cmd->next = new_cmd;
|
|
}
|
|
cmdbuff->cpu_cmd_store.cmd_last = new_cmd;
|
|
}
|
|
}
|
|
|
|
void renderer_cmd_buffer_send_to_gpu(struct renderer_cmd_buffer *cmdbuff)
|
|
{
|
|
__prof;
|
|
|
|
/* Create / grow vertex buffers */
|
|
for (u32 i = 1; i < ARRAY_COUNT(cmdbuff->buffers); ++i) {
|
|
struct dx11_buffer *buffer = &cmdbuff->buffers[i];
|
|
struct dx11_shader *shader = &G.shaders[i];
|
|
u32 vertex_size = shader->vertex_size;
|
|
u32 index_size = sizeof(vidx);
|
|
|
|
if (buffer->vertex_count == 0 || buffer->index_count == 0) {
|
|
continue;
|
|
}
|
|
|
|
/* Grow vertex buffer */
|
|
if (buffer->gpu_vertex_buffer_capacity < buffer->vertex_count) {
|
|
buffer->gpu_vertex_buffer_capacity = buffer->vertex_count + 5000;
|
|
D3D11_BUFFER_DESC desc = {
|
|
.Usage = D3D11_USAGE_DYNAMIC,
|
|
.ByteWidth = buffer->gpu_vertex_buffer_capacity * vertex_size,
|
|
.BindFlags = D3D11_BIND_VERTEX_BUFFER,
|
|
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE
|
|
};
|
|
/* TODO: Assert res >= 0 (success) */
|
|
ID3D11Device_CreateBuffer(G.dev, &desc, NULL, &buffer->gpu_vertex_buffer);
|
|
}
|
|
|
|
/* Grow index buffer */
|
|
if (buffer->gpu_index_buffer_capacity < buffer->index_count) {
|
|
buffer->gpu_index_buffer_capacity = buffer->index_count + 5000;
|
|
D3D11_BUFFER_DESC desc = {
|
|
.Usage = D3D11_USAGE_DYNAMIC,
|
|
.ByteWidth = buffer->gpu_index_buffer_capacity * index_size,
|
|
.BindFlags = D3D11_BIND_INDEX_BUFFER,
|
|
.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE
|
|
};
|
|
/* TODO: Assert res >= 0 (success) */
|
|
ID3D11Device_CreateBuffer(G.dev, &desc, NULL, &buffer->gpu_index_buffer);
|
|
}
|
|
|
|
/* Fill GPU vertex buffer */
|
|
if (buffer->gpu_vertex_buffer) {
|
|
D3D11_MAPPED_SUBRESOURCE res;
|
|
ID3D11DeviceContext_Map(G.devcon, (ID3D11Resource *)buffer->gpu_vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
|
|
MEMCPY(res.pData, buffer->cpu_vertex_buffer, buffer->vertex_count * vertex_size);
|
|
ID3D11DeviceContext_Unmap(G.devcon, (ID3D11Resource *)buffer->gpu_vertex_buffer, 0);
|
|
}
|
|
|
|
/* Fill GPU index buffer */
|
|
if (buffer->gpu_index_buffer) {
|
|
D3D11_MAPPED_SUBRESOURCE res;
|
|
ID3D11DeviceContext_Map(G.devcon, (ID3D11Resource *)buffer->gpu_index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
|
|
MEMCPY(res.pData, buffer->cpu_index_buffer, buffer->index_count * index_size);
|
|
ID3D11DeviceContext_Unmap(G.devcon, (ID3D11Resource *)buffer->gpu_index_buffer, 0);
|
|
}
|
|
|
|
/* Reset CPU buffers */
|
|
buffer->vertex_count = 0;
|
|
buffer->index_count = 0;
|
|
arena_reset(&buffer->vertex_arena);
|
|
arena_reset(&buffer->index_arena);
|
|
}
|
|
|
|
/* Swap CPU cmds to GPU store */
|
|
struct cmd_store temp = cmdbuff->gpu_cmd_store;
|
|
cmdbuff->gpu_cmd_store = cmdbuff->cpu_cmd_store;
|
|
cmdbuff->cpu_cmd_store = temp;
|
|
|
|
/* Reset CPU cmds */
|
|
cmdbuff->cpu_cmd_store.cmd_first = NULL;
|
|
cmdbuff->cpu_cmd_store.cmd_last = NULL;
|
|
arena_reset(&cmdbuff->cpu_cmd_store.arena);
|
|
}
|
|
|
|
/* ========================== *
|
|
* 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 renderer_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 temp_arena scratch = scratch_begin_no_conflict();
|
|
|
|
u32 *source = res.pData;
|
|
u32 *dest = arena_push_array(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 renderer_capture_image_for_profiler(void)
|
|
{
|
|
}
|
|
|
|
#endif
|