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sk_gpu_dx11.cpp
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#include "sk_gpu_dev.h"
#ifdef SKG_DIRECT3D11
///////////////////////////////////////////
// Direct3D11 Implementation //
///////////////////////////////////////////
#pragma comment(lib,"D3D11.lib")
#pragma comment(lib,"Dxgi.lib")
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <d3d11.h>
#include <dxgi1_6.h>
#if !defined(SKG_NO_D3DCOMPILER)
#pragma comment(lib,"d3dcompiler.lib")
#include <d3dcompiler.h>
#endif
#include <math.h>
#include <stdio.h>
// Manually defining this lets us skip d3dcommon.h and dxguid.lib
const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87,0x42,0xac,0xb0,0xbf,0x85,0xc2,0x00 } };
///////////////////////////////////////////
ID3D11Device *d3d_device = nullptr;
ID3D11DeviceContext *d3d_context = nullptr;
ID3D11InfoQueue *d3d_info = nullptr;
ID3D11RasterizerState *d3d_rasterstate = nullptr;
ID3D11DepthStencilState *d3d_depthstate = nullptr;
skg_tex_t *d3d_active_rendertarget = nullptr;
char *d3d_adapter_name = nullptr;
ID3D11DeviceContext *d3d_deferred = nullptr;
HANDLE d3d_deferred_mtx= nullptr;
DWORD d3d_main_thread = 0;
#if defined(_DEBUG)
#include <d3d11_1.h>
ID3DUserDefinedAnnotation *d3d_annotate = nullptr;
#endif
///////////////////////////////////////////
bool skg_tex_make_view(skg_tex_t *tex, uint32_t mip_count, uint32_t array_start, bool use_in_shader);
DXGI_FORMAT skg_ind_to_dxgi (skg_ind_fmt_ format);
template <typename T>
void skg_downsample_1(T *data, int32_t width, int32_t height, T **out_data, int32_t *out_width, int32_t *out_height);
template <typename T>
void skg_downsample_4(T *data, T data_max, int32_t width, int32_t height, T **out_data, int32_t *out_width, int32_t *out_height);
///////////////////////////////////////////
int32_t skg_init(const char *, void *adapter_id) {
UINT creation_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if defined(_DEBUG)
creation_flags |= D3D11_CREATE_DEVICE_DEBUG;
skg_log(skg_log_info, "Requesting debug Direct3D context.");
#endif
// Find the right adapter to use:
IDXGIAdapter1 *final_adapter = nullptr;
IDXGIAdapter1 *curr_adapter = nullptr;
IDXGIFactory1 *dxgi_factory = nullptr;
int curr = 0;
SIZE_T video_mem = 0;
CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void **)(&dxgi_factory));
while (dxgi_factory->EnumAdapters1(curr++, &curr_adapter) == S_OK) {
DXGI_ADAPTER_DESC1 adapterDesc;
curr_adapter->GetDesc1(&adapterDesc);
// By default, we pick the adapter that has the most available memory
if (adapterDesc.DedicatedVideoMemory > video_mem) {
video_mem = adapterDesc.DedicatedVideoMemory;
if (final_adapter != nullptr) final_adapter->Release();
final_adapter = curr_adapter;
final_adapter->AddRef();
}
// If the user asks for a specific device though, return it right away!
if (adapter_id != nullptr && memcmp(&adapterDesc.AdapterLuid, adapter_id, sizeof(LUID)) == 0) {
if (final_adapter != nullptr) final_adapter->Release();
final_adapter = curr_adapter;
final_adapter->AddRef();
break;
}
curr_adapter->Release();
}
dxgi_factory->Release();
// Create the interface to the graphics card
D3D_FEATURE_LEVEL feature_levels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0 };
HRESULT hr = D3D11CreateDevice(final_adapter, final_adapter == nullptr ? D3D_DRIVER_TYPE_HARDWARE : D3D_DRIVER_TYPE_UNKNOWN, 0, creation_flags, feature_levels, _countof(feature_levels), D3D11_SDK_VERSION, &d3d_device, nullptr, &d3d_context);
if (FAILED(hr)) {
// Message that we failed to initialize with the selected adapter.
if (final_adapter != nullptr) {
DXGI_ADAPTER_DESC1 final_adapter_info;
final_adapter->GetDesc1(&final_adapter_info);
skg_logf(skg_log_critical, "Failed starting Direct3D 11 adapter '%ls': 0x%08X", &final_adapter_info.Description, hr);
final_adapter->Release();
} else {
skg_logf(skg_log_critical, "Failed starting Direct3D 11 adapter 'Default adapter': 0x%08X", hr);
}
// Get a human readable description of that error message.
char *error_text = NULL;
FormatMessageA(
FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_ALLOCATE_BUFFER |
FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
hr,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT),
(char*)&error_text, 0,
NULL);
skg_log(skg_log_critical, error_text);
LocalFree(error_text);
return 0;
}
// Create a deferred context for making some multithreaded context calls.
hr = d3d_device->CreateDeferredContext(0, &d3d_deferred);
if (FAILED(hr)) {
skg_logf(skg_log_critical, "Failed to create a deferred context: 0x%08X", hr);
}
d3d_deferred_mtx = CreateMutex(nullptr, false, nullptr);
d3d_main_thread = GetCurrentThreadId();
// Notify what device and API we're using
if (final_adapter != nullptr) {
DXGI_ADAPTER_DESC1 final_adapter_info;
final_adapter->GetDesc1(&final_adapter_info);
int32_t utf8_size = WideCharToMultiByte(CP_UTF8, 0, final_adapter_info.Description, -1, NULL, 0, NULL, NULL);
d3d_adapter_name = (char*)malloc(utf8_size * sizeof(char));
WideCharToMultiByte(CP_UTF8, 0, final_adapter_info.Description, -1, d3d_adapter_name, utf8_size, NULL, NULL);
skg_logf(skg_log_info, "Using Direct3D 11: vendor 0x%04X, device 0x%04X", final_adapter_info.VendorId, final_adapter_info.DeviceId);
final_adapter->Release();
} else {
const char default_name[] = "Default Device";
d3d_adapter_name = (char*)malloc(sizeof(default_name));
memcpy(d3d_adapter_name, default_name, sizeof(default_name));
}
skg_logf(skg_log_info, "Device: %s", d3d_adapter_name);
// Hook into debug information
ID3D11Debug *d3d_debug = nullptr;
if (SUCCEEDED(d3d_device->QueryInterface(__uuidof(ID3D11Debug), (void**)&d3d_debug))) {
d3d_info = nullptr;
if (SUCCEEDED(d3d_debug->QueryInterface(__uuidof(ID3D11InfoQueue), (void**)&d3d_info))) {
D3D11_MESSAGE_ID hide[] = {
D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS,
(D3D11_MESSAGE_ID)351,
};
D3D11_INFO_QUEUE_FILTER filter = {};
filter.DenyList.NumIDs = _countof(hide);
filter.DenyList.pIDList = hide;
d3d_info->ClearStorageFilter();
d3d_info->AddStorageFilterEntries(&filter);
}
d3d_debug->Release();
}
#if defined(_DEBUG)
d3d_context->QueryInterface(__uuidof(ID3DUserDefinedAnnotation), (void **)&d3d_annotate);
#endif
D3D11_RASTERIZER_DESC desc_rasterizer = {};
desc_rasterizer.FillMode = D3D11_FILL_SOLID;
desc_rasterizer.CullMode = D3D11_CULL_BACK;
desc_rasterizer.FrontCounterClockwise = true;
desc_rasterizer.DepthClipEnable = true;
desc_rasterizer.MultisampleEnable = true;
d3d_device->CreateRasterizerState(&desc_rasterizer, &d3d_rasterstate);
D3D11_DEPTH_STENCIL_DESC desc_depthstate = {};
desc_depthstate.DepthEnable = true;
desc_depthstate.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc_depthstate.DepthFunc = D3D11_COMPARISON_LESS;
desc_depthstate.StencilEnable = false;
desc_depthstate.StencilReadMask = 0xFF;
desc_depthstate.StencilWriteMask = 0xFF;
desc_depthstate.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
desc_depthstate.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
desc_depthstate.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc_depthstate.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc_depthstate.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
desc_depthstate.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
desc_depthstate.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc_depthstate.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
d3d_device->CreateDepthStencilState(&desc_depthstate, &d3d_depthstate);
// This sets the default rasterize, depth_stencil, topology mode, etc.
skg_draw_begin();
return 1;
}
///////////////////////////////////////////
const char* skg_adapter_name() {
return d3d_adapter_name;
}
///////////////////////////////////////////
void skg_shutdown() {
free(d3d_adapter_name);
CloseHandle(d3d_deferred_mtx);
if (d3d_rasterstate) { d3d_rasterstate->Release(); d3d_rasterstate = nullptr; }
if (d3d_depthstate ) { d3d_depthstate ->Release(); d3d_depthstate = nullptr; }
if (d3d_info ) { d3d_info ->Release(); d3d_info = nullptr; }
if (d3d_deferred ) { d3d_deferred ->Release(); d3d_deferred = nullptr; }
if (d3d_context ) { d3d_context ->Release(); d3d_context = nullptr; }
if (d3d_device ) { d3d_device ->Release(); d3d_device = nullptr; }
}
///////////////////////////////////////////
void skg_draw_begin() {
ID3D11CommandList* command_list = nullptr;
WaitForSingleObject(d3d_deferred_mtx, INFINITE);
d3d_deferred->FinishCommandList(false, &command_list);
ReleaseMutex(d3d_deferred_mtx);
d3d_context->ExecuteCommandList(command_list, false);
command_list->Release();
d3d_context->RSSetState (d3d_rasterstate);
d3d_context->OMSetDepthStencilState(d3d_depthstate, 1);
d3d_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
///////////////////////////////////////////
ID3D11DeviceContext* d3d_threadsafe_context_get() {
if (GetCurrentThreadId() != d3d_main_thread) {
WaitForSingleObject(d3d_deferred_mtx, INFINITE);
return d3d_deferred;
}
return d3d_context;
}
///////////////////////////////////////////
void d3d_threadsafe_context_release(ID3D11DeviceContext* context) {
if (context != d3d_context)
ReleaseMutex(d3d_deferred_mtx);
}
///////////////////////////////////////////
skg_platform_data_t skg_get_platform_data() {
skg_platform_data_t result = {};
result._d3d11_device = d3d_device;
result._d3d11_deferred_context = d3d_deferred;
result._d3d_deferred_mtx = d3d_deferred_mtx;
result._d3d_main_thread_id = d3d_main_thread;
return result;
}
///////////////////////////////////////////
bool skg_capability(skg_cap_ capability) {
switch (capability) {
case skg_cap_tex_layer_select: {
D3D11_FEATURE_DATA_D3D11_OPTIONS3 options;
d3d_device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS3, &options, sizeof(options));
return options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizer;
} break;
case skg_cap_wireframe: return true;
default: return false;
}
}
///////////////////////////////////////////
void skg_event_begin (const char *name) {
#if defined(_DEBUG)
wchar_t name_w[64];
MultiByteToWideChar(CP_UTF8, 0, name, -1, name_w, _countof(name_w));
d3d_annotate->BeginEvent(name_w);
#endif
}
///////////////////////////////////////////
void skg_event_end () {
#if defined(_DEBUG)
d3d_annotate->EndEvent();
#endif
}
///////////////////////////////////////////
void skg_tex_target_bind(skg_tex_t *render_target, int32_t layer_idx, int32_t mip_level) {
d3d_active_rendertarget = render_target;
if (render_target == nullptr) {
d3d_context->OMSetRenderTargets(0, nullptr, nullptr);
return;
}
if (render_target->type != skg_tex_type_rendertarget)
return;
D3D11_VIEWPORT viewport = {};
viewport.Width = (float)render_target->width;
viewport.Height = (float)render_target->height;
viewport.MaxDepth = 1.0f;
d3d_context->RSSetViewports(1, &viewport);
if (layer_idx >= 0) {
int32_t mip_count = render_target->mips == skg_mip_generate
? skg_mip_count(render_target->width, render_target->height)
: 1;
d3d_context->OMSetRenderTargets(1, &render_target->_target_array_view[layer_idx * mip_count + mip_level], render_target->_depth_view);
} else {
d3d_context->OMSetRenderTargets(1, &render_target->_target_view, render_target->_depth_view);
}
}
///////////////////////////////////////////
void skg_target_clear(bool depth, const float *clear_color_4) {
if (!d3d_active_rendertarget) return;
if (clear_color_4)
d3d_context->ClearRenderTargetView(d3d_active_rendertarget->_target_view, clear_color_4);
if (depth && d3d_active_rendertarget->_depth_view) {
UINT clear_flags = D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL;
d3d_context->ClearDepthStencilView(d3d_active_rendertarget->_depth_view, clear_flags, 1.0f, 0);
}
}
///////////////////////////////////////////
skg_tex_t *skg_tex_target_get() {
return d3d_active_rendertarget;
}
///////////////////////////////////////////
void skg_draw(int32_t index_start, int32_t index_base, int32_t index_count, int32_t instance_count) {
d3d_context->DrawIndexedInstanced(index_count, instance_count, index_start, index_base, 0);
}
///////////////////////////////////////////
void skg_compute(uint32_t thread_count_x, uint32_t thread_count_y, uint32_t thread_count_z) {
d3d_context->Dispatch(thread_count_x, thread_count_y, thread_count_z);
}
///////////////////////////////////////////
void skg_viewport(const int32_t *xywh) {
D3D11_VIEWPORT viewport = {};
viewport.TopLeftX = (float)xywh[0];
viewport.TopLeftY = (float)xywh[1];
viewport.Width = (float)xywh[2];
viewport.Height = (float)xywh[3];
viewport.MaxDepth = 1.0f;
d3d_context->RSSetViewports(1, &viewport);
}
///////////////////////////////////////////
void skg_viewport_get(int32_t *out_xywh) {
uint32_t count = 1;
D3D11_VIEWPORT viewport;
d3d_context->RSGetViewports(&count, &viewport);
out_xywh[0] = (int32_t)viewport.TopLeftX;
out_xywh[1] = (int32_t)viewport.TopLeftY;
out_xywh[2] = (int32_t)viewport.Width;
out_xywh[3] = (int32_t)viewport.Height;
}
///////////////////////////////////////////
void skg_scissor(const int32_t *xywh) {
D3D11_RECT rect = {xywh[0], xywh[1], xywh[0]+xywh[2], xywh[1]+xywh[3]};
d3d_context->RSSetScissorRects(1, &rect);
}
///////////////////////////////////////////
skg_buffer_t skg_buffer_create(const void *data, uint32_t size_count, uint32_t size_stride, skg_buffer_type_ type, skg_use_ use) {
skg_buffer_t result = {};
result.use = use;
result.type = type;
result.stride = size_stride;
D3D11_SUBRESOURCE_DATA buffer_data = { data };
D3D11_BUFFER_DESC buffer_desc = {};
buffer_desc.ByteWidth = size_count * size_stride;
buffer_desc.StructureByteStride = size_stride;
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
if (use & skg_use_dynamic) {
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
}
if (use & skg_use_compute_write || use & skg_use_compute_read) {
buffer_desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
buffer_desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
}
switch (type) {
case skg_buffer_type_vertex: buffer_desc.BindFlags |= D3D11_BIND_VERTEX_BUFFER; break;
case skg_buffer_type_index: buffer_desc.BindFlags |= D3D11_BIND_INDEX_BUFFER; break;
case skg_buffer_type_constant: buffer_desc.BindFlags |= D3D11_BIND_CONSTANT_BUFFER; break;
case skg_buffer_type_compute: break;
}
HRESULT hr = d3d_device->CreateBuffer(&buffer_desc, data == nullptr ? nullptr : &buffer_data, &result._buffer);
if (FAILED(hr)) {
skg_logf(skg_log_critical, "CreateBuffer failed: 0x%08X", hr);
return {};
}
if (use & skg_use_compute_write) {
D3D11_UNORDERED_ACCESS_VIEW_DESC view = {};
view.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
view.Format = DXGI_FORMAT_UNKNOWN;
view.Buffer.FirstElement = 0;
view.Buffer.NumElements = size_count;
hr = d3d_device->CreateUnorderedAccessView( result._buffer, &view, &result._unordered );
if(FAILED(hr)) {
skg_logf(skg_log_critical, "CreateUnorderedAccessView failed: 0x%08X", hr);
skg_buffer_destroy(&result);
return {};
}
}
if (use & skg_use_compute_read) {
D3D11_SHADER_RESOURCE_VIEW_DESC view = {};
view.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
view.Format = DXGI_FORMAT_UNKNOWN;
view.BufferEx.FirstElement = 0;
view.BufferEx.NumElements = size_count;
hr = d3d_device->CreateShaderResourceView(result._buffer, &view, &result._resource);
if (FAILED(hr)) {
skg_logf(skg_log_critical, "CreateShaderResourceView failed: 0x%08X", hr);
skg_buffer_destroy(&result);
return {};
}
}
return result;
}
///////////////////////////////////////////
void skg_buffer_name(skg_buffer_t *buffer, const char* name) {
if (buffer->_buffer != nullptr)
buffer->_buffer->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(name), name);
char postfix_name[256];
if (buffer->_resource != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_srv", name);
buffer->_resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
if (buffer->_unordered != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_uav", name);
buffer->_unordered->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
}
///////////////////////////////////////////
bool skg_buffer_is_valid(const skg_buffer_t *buffer) {
return buffer->_buffer != nullptr;
}
///////////////////////////////////////////
void skg_buffer_set_contents(skg_buffer_t *buffer, const void *data, uint32_t size_bytes) {
if (buffer->use != skg_use_dynamic) {
skg_log(skg_log_warning, "Attempting to dynamically set contents of a static buffer!");
return;
}
HRESULT hr = E_FAIL;
D3D11_MAPPED_SUBRESOURCE resource = {};
// Map the memory so we can access it on CPU! In a multi-threaded
// context this can be tricky, here we're using a deferred context to
// push this operation over to the main thread. The deferred context is
// then executed in skg_draw_begin.
ID3D11DeviceContext* context = d3d_threadsafe_context_get();
hr = context->Map(buffer->_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource);
if (FAILED(hr)) {
skg_logf(skg_log_critical, "Failed to set contents of buffer, may not be using a writeable buffer type: 0x%08X", hr);
d3d_threadsafe_context_release(context);
return;
}
memcpy(resource.pData, data, size_bytes);
context->Unmap(buffer->_buffer, 0);
d3d_threadsafe_context_release(context);
}
///////////////////////////////////////////
void skg_buffer_get_contents(const skg_buffer_t *buffer, void *ref_buffer, uint32_t buffer_size) {
ID3D11Buffer* cpu_buff = nullptr;
D3D11_BUFFER_DESC desc = {};
buffer->_buffer->GetDesc( &desc );
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
desc.MiscFlags = 0;
HRESULT hr = d3d_device->CreateBuffer(&desc, nullptr, &cpu_buff);
if (FAILED(hr)) {
skg_logf(skg_log_critical, "Couldn't create a temp buffer for copy: 0x%08X", hr);
return;
}
d3d_context->CopyResource( cpu_buff, buffer->_buffer );
D3D11_MAPPED_SUBRESOURCE resource;
hr = d3d_context->Map(cpu_buff, 0, D3D11_MAP_READ, 0, &resource);
if (SUCCEEDED(hr)) {
memcpy(ref_buffer, resource.pData, buffer_size);
d3d_context->Unmap(cpu_buff, 0);
} else {
memset(ref_buffer, 0, buffer_size);
skg_logf(skg_log_critical, "Failed to get contents of buffer: 0x%08X", hr);
}
cpu_buff->Release();
}
///////////////////////////////////////////
void skg_buffer_clear(skg_bind_t bind) {
if (bind.register_type == skg_register_readwrite) {
ID3D11UnorderedAccessView *null_uav = nullptr;
d3d_context->CSSetUnorderedAccessViews(bind.slot, 1, &null_uav, nullptr);
}
}
///////////////////////////////////////////
void skg_buffer_bind(const skg_buffer_t *buffer, skg_bind_t bind) {
switch (bind.register_type) {
case skg_register_index: d3d_context->IASetIndexBuffer(buffer->_buffer, DXGI_FORMAT_R32_UINT, 0); break;
case skg_register_vertex: d3d_context->IASetVertexBuffers(bind.slot, 1, &buffer->_buffer, &buffer->stride, NULL); break;
case skg_register_constant: {
#if !defined(NDEBUG)
if (buffer->type != skg_buffer_type_constant) skg_log(skg_log_critical, "Attempting to bind the wrong buffer type to a constant register! Use skg_buffer_type_constant");
#endif
if (bind.stage_bits & skg_stage_vertex ) d3d_context->VSSetConstantBuffers(bind.slot, 1, &buffer->_buffer);
if (bind.stage_bits & skg_stage_pixel ) d3d_context->PSSetConstantBuffers(bind.slot, 1, &buffer->_buffer);
if (bind.stage_bits & skg_stage_compute) d3d_context->CSSetConstantBuffers(bind.slot, 1, &buffer->_buffer);
} break;
case skg_register_resource: {
#if !defined(NDEBUG)
if (buffer->type != skg_buffer_type_compute) skg_log(skg_log_critical, "Attempting to bind the wrong buffer type to a resource register! Use skg_buffer_type_compute");
#endif
if (bind.stage_bits & skg_stage_vertex ) d3d_context->VSSetShaderResources(bind.slot, 1, &buffer->_resource);
if (bind.stage_bits & skg_stage_pixel ) d3d_context->PSSetShaderResources(bind.slot, 1, &buffer->_resource);
if (bind.stage_bits & skg_stage_compute) d3d_context->CSSetShaderResources(bind.slot, 1, &buffer->_resource);
} break;
case skg_register_readwrite: {
#if !defined(NDEBUG)
if (buffer->type != skg_buffer_type_compute) skg_log(skg_log_critical, "Attempting to bind the wrong buffer type to a UAV register! Use skg_buffer_type_compute");
#endif
if (bind.stage_bits & skg_stage_compute) d3d_context->CSSetUnorderedAccessViews(bind.slot, 1, &buffer->_unordered, nullptr);
} break;
}
}
///////////////////////////////////////////
void skg_buffer_destroy(skg_buffer_t *buffer) {
if (buffer->_buffer) buffer->_buffer->Release();
*buffer = {};
}
///////////////////////////////////////////
skg_mesh_t skg_mesh_create(const skg_buffer_t *vert_buffer, const skg_buffer_t *ind_buffer) {
skg_mesh_t result = {};
result._ind_buffer = ind_buffer ? ind_buffer ->_buffer : nullptr;
result._vert_buffer = vert_buffer ? vert_buffer->_buffer : nullptr;
if (result._ind_buffer ) result._ind_buffer ->AddRef();
if (result._vert_buffer) result._vert_buffer->AddRef();
return result;
}
///////////////////////////////////////////
void skg_mesh_name(skg_mesh_t* mesh, const char* name) {
char postfix_name[256];
if (mesh->_ind_buffer != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_verts", name);
mesh->_ind_buffer->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
if (mesh->_vert_buffer != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_inds", name);
mesh->_vert_buffer->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
}
///////////////////////////////////////////
void skg_mesh_set_verts(skg_mesh_t *mesh, const skg_buffer_t *vert_buffer) {
if (vert_buffer && vert_buffer->_buffer) vert_buffer->_buffer->AddRef();
if (mesh->_vert_buffer) mesh->_vert_buffer->Release();
mesh->_vert_buffer = vert_buffer->_buffer;
}
///////////////////////////////////////////
void skg_mesh_set_inds(skg_mesh_t *mesh, const skg_buffer_t *ind_buffer) {
if (ind_buffer && ind_buffer->_buffer) ind_buffer->_buffer->AddRef();
if (mesh->_ind_buffer) mesh->_ind_buffer->Release();
mesh->_ind_buffer = ind_buffer->_buffer;
}
///////////////////////////////////////////
void skg_mesh_bind(const skg_mesh_t *mesh) {
UINT strides[] = { sizeof(skg_vert_t) };
UINT offsets[] = { 0 };
d3d_context->IASetVertexBuffers(0, 1, &mesh->_vert_buffer, strides, offsets);
d3d_context->IASetIndexBuffer (mesh->_ind_buffer, DXGI_FORMAT_R32_UINT, 0);
}
///////////////////////////////////////////
void skg_mesh_destroy(skg_mesh_t *mesh) {
if (mesh->_ind_buffer ) mesh->_ind_buffer ->Release();
if (mesh->_vert_buffer) mesh->_vert_buffer->Release();
*mesh = {};
}
///////////////////////////////////////////
skg_shader_stage_t skg_shader_stage_create(const void *file_data, size_t shader_size, skg_stage_ type) {
skg_shader_stage_t result = {};
result.type = type;
ID3DBlob *compiled = nullptr;
const void *buffer;
size_t buffer_size;
HRESULT hr = E_FAIL;
if (shader_size >= 4 && memcmp(file_data, "DXBC", 4) == 0) {
buffer = file_data;
buffer_size = shader_size;
} else {
#if !defined(SKG_NO_D3DCOMPILER)
DWORD flags = D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
#if !defined(NDEBUG)
flags |= D3DCOMPILE_SKIP_OPTIMIZATION | D3DCOMPILE_DEBUG;
#else
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL3;
#endif
// Compile a text HLSL shader file to bytecode
ID3DBlob *errors;
const char *entrypoint = "", *target = "";
switch (type) {
case skg_stage_vertex: entrypoint = "vs"; target = "vs_5_0"; break;
case skg_stage_pixel: entrypoint = "ps"; target = "ps_5_0"; break;
case skg_stage_compute: entrypoint = "cs"; target = "cs_5_0"; break; }
hr = D3DCompile(file_data, shader_size, nullptr, nullptr, nullptr, entrypoint, target, flags, 0, &compiled, &errors);
if (errors) {
skg_log(skg_log_warning, "D3DCompile errors:");
skg_log(skg_log_warning, (char*)errors->GetBufferPointer());
errors->Release();
}
if (FAILED(hr)) {
skg_logf(skg_log_warning, "D3DCompile failed: 0x%08X", hr);
if (compiled) compiled->Release();
return {};
}
buffer = compiled->GetBufferPointer();
buffer_size = compiled->GetBufferSize();
#else
skg_log(skg_log_warning, "Raw HLSL not supported in this configuration! (SKG_NO_D3DCOMPILER)");
return {};
#endif
}
// Create a shader from HLSL bytecode
hr = E_FAIL;
switch (type) {
case skg_stage_vertex : hr = d3d_device->CreateVertexShader (buffer, buffer_size, nullptr, (ID3D11VertexShader **)&result._shader); break;
case skg_stage_pixel : hr = d3d_device->CreatePixelShader (buffer, buffer_size, nullptr, (ID3D11PixelShader **)&result._shader); break;
case skg_stage_compute : hr = d3d_device->CreateComputeShader(buffer, buffer_size, nullptr, (ID3D11ComputeShader**)&result._shader); break;
}
if (FAILED(hr)) {
skg_logf(skg_log_warning, "CreateXShader failed: 0x%08X", hr);
if (compiled) compiled->Release();
if (result._shader) {
switch (type) {
case skg_stage_vertex: ((ID3D11VertexShader *)result._shader)->Release(); break;
case skg_stage_pixel: ((ID3D11PixelShader *)result._shader)->Release(); break;
case skg_stage_compute: ((ID3D11ComputeShader*)result._shader)->Release(); break;
}
}
return {};
}
if (type == skg_stage_vertex) {
// Describe how our mesh is laid out in memory
D3D11_INPUT_ELEMENT_DESC vert_desc[] = {
{"SV_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR" , 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0} };
d3d_device->CreateInputLayout(vert_desc, (UINT)_countof(vert_desc), buffer, buffer_size, &result._layout);
}
if (compiled) compiled->Release();
return result;
}
///////////////////////////////////////////
void skg_shader_stage_destroy(skg_shader_stage_t *shader) {
switch(shader->type) {
case skg_stage_vertex : ((ID3D11VertexShader *)shader->_shader)->Release(); shader->_layout->Release(); break;
case skg_stage_pixel : ((ID3D11PixelShader *)shader->_shader)->Release(); break;
case skg_stage_compute : ((ID3D11ComputeShader*)shader->_shader)->Release(); break;
}
}
///////////////////////////////////////////
// skg_shader_t //
///////////////////////////////////////////
skg_shader_t skg_shader_create_manual(skg_shader_meta_t *meta, skg_shader_stage_t v_shader, skg_shader_stage_t p_shader, skg_shader_stage_t c_shader) {
if (v_shader._shader == nullptr && p_shader._shader == nullptr && c_shader._shader == nullptr) {
skg_logf(skg_log_warning, "Shader '%s' has no valid stages!", meta->name);
return {};
}
skg_shader_t result = {};
result.meta = meta;
if (v_shader._shader) result._vertex = (ID3D11VertexShader *)v_shader._shader;
if (v_shader._layout) result._layout = v_shader._layout;
if (p_shader._shader) result._pixel = (ID3D11PixelShader *)p_shader._shader;
if (c_shader._shader) result._compute = (ID3D11ComputeShader*)c_shader._shader;
skg_shader_meta_reference(result.meta);
if (result._vertex ) result._vertex ->AddRef();
if (result._layout ) result._layout ->AddRef();
if (result._pixel ) result._pixel ->AddRef();
if (result._compute) result._compute->AddRef();
return result;
}
///////////////////////////////////////////
void skg_shader_name(skg_shader_t *shader, const char* name) {
char postfix_name[256];
if (shader->_pixel != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_ps", name);
shader->_pixel->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
if (shader->_vertex != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_vs", name);
shader->_vertex->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
if (shader->_compute != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_cs", name);
shader->_compute->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
}
///////////////////////////////////////////
bool skg_shader_is_valid(const skg_shader_t *shader) {
return shader->meta
&& (shader->_vertex && shader->_pixel) || shader->_compute;
}
///////////////////////////////////////////
void skg_shader_compute_bind(const skg_shader_t *shader) {
if (shader) d3d_context->CSSetShader(shader->_compute, nullptr, 0);
else d3d_context->CSSetShader(nullptr, nullptr, 0);
}
///////////////////////////////////////////
void skg_shader_destroy(skg_shader_t *shader) {
skg_shader_meta_release(shader->meta);
if (shader->_vertex ) shader->_vertex ->Release();
if (shader->_layout ) shader->_layout ->Release();
if (shader->_pixel ) shader->_pixel ->Release();
if (shader->_compute) shader->_compute->Release();
*shader = {};
}
///////////////////////////////////////////
// skg_pipeline //
///////////////////////////////////////////
void skg_pipeline_update_blend(skg_pipeline_t *pipeline) {
if (pipeline->_blend) pipeline->_blend->Release();
D3D11_BLEND_DESC desc_blend = {};
desc_blend.AlphaToCoverageEnable = false;
desc_blend.IndependentBlendEnable = false;
desc_blend.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
switch (pipeline->transparency) {
case skg_transparency_alpha_to_coverage:
desc_blend.AlphaToCoverageEnable = true;
break;
case skg_transparency_blend:
desc_blend.RenderTarget[0].BlendEnable = true;
desc_blend.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc_blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc_blend.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc_blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc_blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
desc_blend.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX;
break;
case skg_transparency_add:
desc_blend.RenderTarget[0].BlendEnable = true;
desc_blend.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
desc_blend.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
desc_blend.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc_blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc_blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
desc_blend.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
break;
}
d3d_device->CreateBlendState(&desc_blend, &pipeline->_blend);
}
///////////////////////////////////////////
void skg_pipeline_update_rasterizer(skg_pipeline_t *pipeline) {
if (pipeline->_rasterize) pipeline->_rasterize->Release();
D3D11_RASTERIZER_DESC desc_rasterizer = {};
desc_rasterizer.FillMode = pipeline->wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
desc_rasterizer.FrontCounterClockwise = true;
desc_rasterizer.ScissorEnable = pipeline->scissor;
desc_rasterizer.DepthClipEnable = true;
switch (pipeline->cull) {
case skg_cull_none: desc_rasterizer.CullMode = D3D11_CULL_NONE; break;
case skg_cull_front: desc_rasterizer.CullMode = D3D11_CULL_FRONT; break;
case skg_cull_back: desc_rasterizer.CullMode = D3D11_CULL_BACK; break;
}
d3d_device->CreateRasterizerState(&desc_rasterizer, &pipeline->_rasterize);
}
///////////////////////////////////////////
void skg_pipeline_update_depth(skg_pipeline_t *pipeline) {
if (pipeline->_depth) pipeline->_depth->Release();
D3D11_COMPARISON_FUNC comparison = D3D11_COMPARISON_LESS;
switch (pipeline->depth_test) {
case skg_depth_test_always: comparison = D3D11_COMPARISON_ALWAYS; break;
case skg_depth_test_equal: comparison = D3D11_COMPARISON_EQUAL; break;
case skg_depth_test_greater: comparison = D3D11_COMPARISON_GREATER; break;
case skg_depth_test_greater_or_eq: comparison = D3D11_COMPARISON_GREATER_EQUAL; break;
case skg_depth_test_less: comparison = D3D11_COMPARISON_LESS; break;
case skg_depth_test_less_or_eq: comparison = D3D11_COMPARISON_LESS_EQUAL; break;
case skg_depth_test_never: comparison = D3D11_COMPARISON_NEVER; break;
case skg_depth_test_not_equal: comparison = D3D11_COMPARISON_NOT_EQUAL; break;
}
D3D11_DEPTH_STENCIL_DESC desc_depthstate = {};
desc_depthstate.DepthEnable = pipeline->depth_write != false || pipeline->depth_test != skg_depth_test_always;
desc_depthstate.DepthWriteMask = pipeline->depth_write ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
desc_depthstate.DepthFunc = comparison;
desc_depthstate.StencilEnable = false;
desc_depthstate.StencilReadMask = 0xFF;
desc_depthstate.StencilWriteMask = 0xFF;
desc_depthstate.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
desc_depthstate.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
desc_depthstate.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc_depthstate.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc_depthstate.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
desc_depthstate.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
desc_depthstate.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc_depthstate.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
HRESULT hr = d3d_device->CreateDepthStencilState(&desc_depthstate, &pipeline->_depth);
if (FAILED(hr)) {
skg_logf(skg_log_warning, "CreateDepthStencilState failed: 0x%08X", hr);
}
}
///////////////////////////////////////////
skg_pipeline_t skg_pipeline_create(skg_shader_t *shader) {
skg_pipeline_t result = {};
result.transparency = skg_transparency_none;
result.cull = skg_cull_back;
result.wireframe = false;
result.depth_write = true;
result.depth_test = skg_depth_test_less;
result.meta = shader->meta;
result._vertex = shader->_vertex;
result._pixel = shader->_pixel;
result._layout = shader->_layout;
if (result._vertex) result._vertex->AddRef();
if (result._layout) result._layout->AddRef();
if (result._pixel ) result._pixel ->AddRef();
skg_shader_meta_reference(shader->meta);
skg_pipeline_update_blend (&result);
skg_pipeline_update_rasterizer(&result);
skg_pipeline_update_depth (&result);
return result;
}
///////////////////////////////////////////
void skg_pipeline_name(skg_pipeline_t *pipeline, const char* name) {
char postfix_name[256];
if (pipeline->_blend != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_blendstate", name);
pipeline->_blend->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
if (pipeline->_depth != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_depthstate", name);
pipeline->_depth->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
if (pipeline->_layout != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_layout", name);
pipeline->_layout->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
if (pipeline->_rasterize != nullptr) {
snprintf(postfix_name, sizeof(postfix_name), "%s_rasterizestate", name);
pipeline->_rasterize->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)strlen(postfix_name), postfix_name);
}
}
///////////////////////////////////////////
void skg_pipeline_bind(const skg_pipeline_t *pipeline) {
d3d_context->OMSetBlendState (pipeline->_blend, nullptr, 0xFFFFFFFF);
d3d_context->OMSetDepthStencilState(pipeline->_depth, 0);
d3d_context->RSSetState (pipeline->_rasterize);
d3d_context->VSSetShader (pipeline->_vertex, nullptr, 0);
d3d_context->PSSetShader (pipeline->_pixel, nullptr, 0);
d3d_context->IASetInputLayout (pipeline->_layout);
}
///////////////////////////////////////////
void skg_pipeline_set_transparency(skg_pipeline_t *pipeline, skg_transparency_ transparency) {
if (pipeline->transparency != transparency) {
pipeline->transparency = transparency;
skg_pipeline_update_blend(pipeline);
}
}
///////////////////////////////////////////
void skg_pipeline_set_cull(skg_pipeline_t *pipeline, skg_cull_ cull) {
if (pipeline->cull != cull) {
pipeline->cull = cull;
skg_pipeline_update_rasterizer(pipeline);
}
}
///////////////////////////////////////////
void skg_pipeline_set_depth_write(skg_pipeline_t *pipeline, bool write) {
if (pipeline->depth_write != write) {
pipeline->depth_write = write;
skg_pipeline_update_depth(pipeline);
}
}
///////////////////////////////////////////
void skg_pipeline_set_depth_test (skg_pipeline_t *pipeline, skg_depth_test_ test) {
if (pipeline->depth_test != test) {
pipeline->depth_test = test;
skg_pipeline_update_depth(pipeline);
}
}
///////////////////////////////////////////
void skg_pipeline_set_wireframe(skg_pipeline_t *pipeline, bool wireframe) {
if (pipeline->wireframe != wireframe) {
pipeline->wireframe = wireframe;