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_sokol_gfx_d3d11.impl.h
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_sokol_gfx_d3d11.impl.h
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/*
Sokol Gfx D3D11 rendering backend.
*/
#ifndef SOKOL_IMPL_GUARD
#error "Please do not include *.impl.h files directly"
#endif
#define D3D11_NO_HELPERS
#define CINTERFACE
#define COBJMACROS
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d11.h>
#pragma comment (lib, "user32.lib")
#pragma comment (lib, "dxgi.lib")
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "dxguid.lib")
#if defined(SOKOL_D3D11_SHADER_COMPILER)
#include <d3dcompiler.h>
#pragma comment (lib, "d3dcompiler.lib")
#endif
#ifdef __cplusplus
extern "C" {
#endif
/*-- enum translation functions ----------------------------------------------*/
_SOKOL_PRIVATE D3D11_USAGE _sg_d3d11_usage(sg_usage usg) {
switch (usg) {
case SG_USAGE_IMMUTABLE:
return D3D11_USAGE_IMMUTABLE;
case SG_USAGE_DYNAMIC:
case SG_USAGE_STREAM:
return D3D11_USAGE_DYNAMIC;
default:
SOKOL_UNREACHABLE;
return (D3D11_USAGE) 0;
}
}
_SOKOL_PRIVATE UINT _sg_d3d11_cpu_access_flags(sg_usage usg) {
switch (usg) {
case SG_USAGE_IMMUTABLE:
return 0;
case SG_USAGE_DYNAMIC:
case SG_USAGE_STREAM:
return D3D11_CPU_ACCESS_WRITE;
default:
SOKOL_UNREACHABLE;
return 0;
}
}
_SOKOL_PRIVATE DXGI_FORMAT _sg_d3d11_texture_format(sg_pixel_format fmt) {
switch (fmt) {
case SG_PIXELFORMAT_RGBA8: return DXGI_FORMAT_R8G8B8A8_UNORM;
case SG_PIXELFORMAT_RGBA4: return DXGI_FORMAT_B4G4R4A4_UNORM;
case SG_PIXELFORMAT_R5G6B5: return DXGI_FORMAT_B5G6R5_UNORM;
case SG_PIXELFORMAT_R5G5B5A1: return DXGI_FORMAT_B5G5R5A1_UNORM;
case SG_PIXELFORMAT_R10G10B10A2: return DXGI_FORMAT_R10G10B10A2_UNORM;
case SG_PIXELFORMAT_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case SG_PIXELFORMAT_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
case SG_PIXELFORMAT_R32F: return DXGI_FORMAT_R32_FLOAT;
case SG_PIXELFORMAT_R16F: return DXGI_FORMAT_R16_FLOAT;
case SG_PIXELFORMAT_L8: return DXGI_FORMAT_R8_UNORM;
case SG_PIXELFORMAT_DXT1: return DXGI_FORMAT_BC1_UNORM;
case SG_PIXELFORMAT_DXT3: return DXGI_FORMAT_BC2_UNORM;
case SG_PIXELFORMAT_DXT5: return DXGI_FORMAT_BC3_UNORM;
default: return DXGI_FORMAT_UNKNOWN;
};
}
_SOKOL_PRIVATE DXGI_FORMAT _sg_d3d11_rendertarget_color_format(sg_pixel_format fmt) {
switch (fmt) {
case SG_PIXELFORMAT_RGBA8: return DXGI_FORMAT_R8G8B8A8_UNORM;
case SG_PIXELFORMAT_RGBA32F: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case SG_PIXELFORMAT_RGBA16F: return DXGI_FORMAT_R16G16B16A16_FLOAT;
case SG_PIXELFORMAT_R32F: return DXGI_FORMAT_R32_FLOAT;
case SG_PIXELFORMAT_R16F: return DXGI_FORMAT_R16_FLOAT;
case SG_PIXELFORMAT_L8: return DXGI_FORMAT_R8_UNORM;
default: return DXGI_FORMAT_UNKNOWN;
}
}
_SOKOL_PRIVATE DXGI_FORMAT _sg_d3d11_rendertarget_depth_format(sg_pixel_format fmt) {
switch (fmt) {
case SG_PIXELFORMAT_DEPTH: return DXGI_FORMAT_D16_UNORM;
case SG_PIXELFORMAT_DEPTHSTENCIL: return DXGI_FORMAT_D24_UNORM_S8_UINT;
default: return DXGI_FORMAT_UNKNOWN;
}
}
_SOKOL_PRIVATE D3D11_PRIMITIVE_TOPOLOGY _sg_d3d11_primitive_topology(sg_primitive_type prim_type) {
switch (prim_type) {
case SG_PRIMITIVETYPE_POINTS: return D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
case SG_PRIMITIVETYPE_LINES: return D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
case SG_PRIMITIVETYPE_LINE_STRIP: return D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP;
case SG_PRIMITIVETYPE_TRIANGLES: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
case SG_PRIMITIVETYPE_TRIANGLE_STRIP: return D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP;
default: SOKOL_UNREACHABLE; return (D3D11_PRIMITIVE_TOPOLOGY) 0;
}
}
_SOKOL_PRIVATE DXGI_FORMAT _sg_d3d11_index_format(sg_index_type index_type) {
switch (index_type) {
case SG_INDEXTYPE_NONE: return DXGI_FORMAT_UNKNOWN;
case SG_INDEXTYPE_UINT16: return DXGI_FORMAT_R16_UINT;
case SG_INDEXTYPE_UINT32: return DXGI_FORMAT_R32_UINT;
default: SOKOL_UNREACHABLE; return (DXGI_FORMAT) 0;
}
}
_SOKOL_PRIVATE D3D11_FILTER _sg_d3d11_filter(sg_filter min_f, sg_filter mag_f) {
if (mag_f == SG_FILTER_NEAREST) {
switch (min_f) {
case SG_FILTER_NEAREST:
case SG_FILTER_NEAREST_MIPMAP_NEAREST:
return D3D11_FILTER_MIN_MAG_MIP_POINT;
case SG_FILTER_LINEAR:
case SG_FILTER_LINEAR_MIPMAP_NEAREST:
return D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
case SG_FILTER_NEAREST_MIPMAP_LINEAR:
return D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
case SG_FILTER_LINEAR_MIPMAP_LINEAR:
return D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
default:
SOKOL_UNREACHABLE; break;
}
}
else if (mag_f == SG_FILTER_LINEAR) {
switch (min_f) {
case SG_FILTER_NEAREST:
case SG_FILTER_NEAREST_MIPMAP_NEAREST:
return D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
case SG_FILTER_LINEAR:
case SG_FILTER_LINEAR_MIPMAP_NEAREST:
return D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
case SG_FILTER_NEAREST_MIPMAP_LINEAR:
return D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
case SG_FILTER_LINEAR_MIPMAP_LINEAR:
return D3D11_FILTER_MIN_MAG_MIP_LINEAR;
default:
SOKOL_UNREACHABLE; break;
}
}
/* invalid value for mag filter */
SOKOL_UNREACHABLE;
return D3D11_FILTER_MIN_MAG_MIP_POINT;
}
_SOKOL_PRIVATE D3D11_TEXTURE_ADDRESS_MODE _sg_d3d11_address_mode(sg_wrap m) {
switch (m) {
case SG_WRAP_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP;
case SG_WRAP_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP;
case SG_WRAP_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR;
default: SOKOL_UNREACHABLE; return (D3D11_TEXTURE_ADDRESS_MODE) 0;
}
}
_SOKOL_PRIVATE DXGI_FORMAT _sg_d3d11_vertex_format(sg_vertex_format fmt) {
switch (fmt) {
case SG_VERTEXFORMAT_FLOAT: return DXGI_FORMAT_R32_FLOAT;
case SG_VERTEXFORMAT_FLOAT2: return DXGI_FORMAT_R32G32_FLOAT;
case SG_VERTEXFORMAT_FLOAT3: return DXGI_FORMAT_R32G32B32_FLOAT;
case SG_VERTEXFORMAT_FLOAT4: return DXGI_FORMAT_R32G32B32A32_FLOAT;
case SG_VERTEXFORMAT_BYTE4: return DXGI_FORMAT_R8G8B8A8_SINT;
case SG_VERTEXFORMAT_BYTE4N: return DXGI_FORMAT_R8G8B8A8_SNORM;
case SG_VERTEXFORMAT_UBYTE4: return DXGI_FORMAT_R8G8B8A8_UINT;
case SG_VERTEXFORMAT_UBYTE4N: return DXGI_FORMAT_R8G8B8A8_UNORM;
case SG_VERTEXFORMAT_SHORT2: return DXGI_FORMAT_R16G16_SINT;
case SG_VERTEXFORMAT_SHORT2N: return DXGI_FORMAT_R16G16_SNORM;
case SG_VERTEXFORMAT_SHORT4: return DXGI_FORMAT_R16G16B16A16_SINT;
case SG_VERTEXFORMAT_SHORT4N: return DXGI_FORMAT_R16G16B16A16_SNORM;
/* FIXME: signed 10-10-10-2 vertex format not supported on d3d11 (only unsigned) */
default: SOKOL_UNREACHABLE; return (DXGI_FORMAT) 0;
}
}
_SOKOL_PRIVATE D3D11_INPUT_CLASSIFICATION _sg_d3d11_input_classification(sg_vertex_step step) {
switch (step) {
case SG_VERTEXSTEP_PER_VERTEX: return D3D11_INPUT_PER_VERTEX_DATA;
case SG_VERTEXSTEP_PER_INSTANCE: return D3D11_INPUT_PER_INSTANCE_DATA;
default: SOKOL_UNREACHABLE; return (D3D11_INPUT_CLASSIFICATION) 0;
}
}
_SOKOL_PRIVATE D3D11_CULL_MODE _sg_d3d11_cull_mode(sg_cull_mode m) {
switch (m) {
case SG_CULLMODE_NONE: return D3D11_CULL_NONE;
case SG_CULLMODE_FRONT: return D3D11_CULL_FRONT;
case SG_CULLMODE_BACK: return D3D11_CULL_BACK;
default: SOKOL_UNREACHABLE; return (D3D11_CULL_MODE) 0;
}
}
_SOKOL_PRIVATE D3D11_COMPARISON_FUNC _sg_d3d11_compare_func(sg_compare_func f) {
switch (f) {
case SG_COMPAREFUNC_NEVER: return D3D11_COMPARISON_NEVER;
case SG_COMPAREFUNC_LESS: return D3D11_COMPARISON_LESS;
case SG_COMPAREFUNC_EQUAL: return D3D11_COMPARISON_EQUAL;
case SG_COMPAREFUNC_LESS_EQUAL: return D3D11_COMPARISON_LESS_EQUAL;
case SG_COMPAREFUNC_GREATER: return D3D11_COMPARISON_GREATER;
case SG_COMPAREFUNC_NOT_EQUAL: return D3D11_COMPARISON_NOT_EQUAL;
case SG_COMPAREFUNC_GREATER_EQUAL: return D3D11_COMPARISON_GREATER_EQUAL;
case SG_COMPAREFUNC_ALWAYS: return D3D11_COMPARISON_ALWAYS;
default: SOKOL_UNREACHABLE; return (D3D11_COMPARISON_FUNC) 0;
}
}
_SOKOL_PRIVATE D3D11_STENCIL_OP _sg_d3d11_stencil_op(sg_stencil_op op) {
switch (op) {
case SG_STENCILOP_KEEP: return D3D11_STENCIL_OP_KEEP;
case SG_STENCILOP_ZERO: return D3D11_STENCIL_OP_ZERO;
case SG_STENCILOP_REPLACE: return D3D11_STENCIL_OP_REPLACE;
case SG_STENCILOP_INCR_CLAMP: return D3D11_STENCIL_OP_INCR_SAT;
case SG_STENCILOP_DECR_CLAMP: return D3D11_STENCIL_OP_DECR_SAT;
case SG_STENCILOP_INVERT: return D3D11_STENCIL_OP_INVERT;
case SG_STENCILOP_INCR_WRAP: return D3D11_STENCIL_OP_INCR;
case SG_STENCILOP_DECR_WRAP: return D3D11_STENCIL_OP_DECR;
default: SOKOL_UNREACHABLE; return (D3D11_STENCIL_OP) 0;
}
}
_SOKOL_PRIVATE D3D11_BLEND _sg_d3d11_blend_factor(sg_blend_factor f) {
switch (f) {
case SG_BLENDFACTOR_ZERO: return D3D11_BLEND_ZERO;
case SG_BLENDFACTOR_ONE: return D3D11_BLEND_ONE;
case SG_BLENDFACTOR_SRC_COLOR: return D3D11_BLEND_SRC_COLOR;
case SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR: return D3D11_BLEND_INV_SRC_COLOR;
case SG_BLENDFACTOR_SRC_ALPHA: return D3D11_BLEND_SRC_ALPHA;
case SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return D3D11_BLEND_INV_SRC_ALPHA;
case SG_BLENDFACTOR_DST_COLOR: return D3D11_BLEND_DEST_COLOR;
case SG_BLENDFACTOR_ONE_MINUS_DST_COLOR: return D3D11_BLEND_INV_DEST_COLOR;
case SG_BLENDFACTOR_DST_ALPHA: return D3D11_BLEND_DEST_ALPHA;
case SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA: return D3D11_BLEND_INV_DEST_ALPHA;
case SG_BLENDFACTOR_SRC_ALPHA_SATURATED: return D3D11_BLEND_SRC_ALPHA_SAT;
case SG_BLENDFACTOR_BLEND_COLOR: return D3D11_BLEND_BLEND_FACTOR;
case SG_BLENDFACTOR_ONE_MINUS_BLEND_COLOR: return D3D11_BLEND_INV_BLEND_FACTOR;
case SG_BLENDFACTOR_BLEND_ALPHA: return D3D11_BLEND_BLEND_FACTOR;
case SG_BLENDFACTOR_ONE_MINUS_BLEND_ALPHA: return D3D11_BLEND_INV_BLEND_FACTOR;
default: SOKOL_UNREACHABLE; return (D3D11_BLEND) 0;
}
}
_SOKOL_PRIVATE D3D11_BLEND_OP _sg_d3d11_blend_op(sg_blend_op op) {
switch (op) {
case SG_BLENDOP_ADD: return D3D11_BLEND_OP_ADD;
case SG_BLENDOP_SUBTRACT: return D3D11_BLEND_OP_SUBTRACT;
case SG_BLENDOP_REVERSE_SUBTRACT: return D3D11_BLEND_OP_REV_SUBTRACT;
default: SOKOL_UNREACHABLE; return (D3D11_BLEND_OP) 0;
}
}
_SOKOL_PRIVATE UINT8 _sg_d3d11_color_write_mask(sg_color_mask m) {
UINT8 res = 0;
if (m & SG_COLORMASK_R) {
res |= D3D11_COLOR_WRITE_ENABLE_RED;
}
if (m & SG_COLORMASK_G) {
res |= D3D11_COLOR_WRITE_ENABLE_GREEN;
}
if (m & SG_COLORMASK_B) {
res |= D3D11_COLOR_WRITE_ENABLE_BLUE;
}
if (m & SG_COLORMASK_A) {
res |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
}
return res;
}
/*-- backend resource structures ---------------------------------------------*/
typedef struct {
_sg_slot slot;
int size;
sg_buffer_type type;
sg_usage usage;
uint32_t upd_frame_index;
ID3D11Buffer* d3d11_buf;
} _sg_buffer;
_SOKOL_PRIVATE void _sg_init_buffer(_sg_buffer* buf) {
SOKOL_ASSERT(buf);
memset(buf, 0, sizeof(_sg_buffer));
}
typedef struct {
_sg_slot slot;
sg_image_type type;
bool render_target;
int width;
int height;
int depth;
int num_mipmaps;
sg_usage usage;
sg_pixel_format pixel_format;
int sample_count;
sg_filter min_filter;
sg_filter mag_filter;
sg_wrap wrap_u;
sg_wrap wrap_v;
sg_wrap wrap_w;
int upd_frame_index;
DXGI_FORMAT d3d11_format;
ID3D11Texture2D* d3d11_tex2d;
ID3D11Texture3D* d3d11_tex3d;
ID3D11Texture2D* d3d11_texds;
ID3D11Texture2D* d3d11_texmsaa;
ID3D11ShaderResourceView* d3d11_srv;
ID3D11SamplerState* d3d11_smp;
} _sg_image;
_SOKOL_PRIVATE void _sg_init_image(_sg_image* img) {
SOKOL_ASSERT(img);
memset(img, 0, sizeof(_sg_image));
}
typedef struct {
int size;
} _sg_uniform_block;
typedef struct {
sg_image_type type;
} _sg_shader_image;
typedef struct {
int num_uniform_blocks;
int num_images;
_sg_uniform_block uniform_blocks[SG_MAX_SHADERSTAGE_UBS];
_sg_shader_image images[SG_MAX_SHADERSTAGE_IMAGES];
ID3D11Buffer* d3d11_cbs[SG_MAX_SHADERSTAGE_UBS];
} _sg_shader_stage;
typedef struct {
_sg_slot slot;
_sg_shader_stage stage[SG_NUM_SHADER_STAGES];
ID3D11VertexShader* d3d11_vs;
ID3D11PixelShader* d3d11_fs;
void* d3d11_vs_blob;
int d3d11_vs_blob_length;
} _sg_shader;
_SOKOL_PRIVATE void _sg_init_shader(_sg_shader* shd) {
SOKOL_ASSERT(shd);
memset(shd, 0, sizeof(_sg_shader));
}
typedef struct {
_sg_slot slot;
_sg_shader* shader;
sg_shader shader_id;
sg_index_type index_type;
bool vertex_layout_valid[SG_MAX_SHADERSTAGE_BUFFERS];
int color_attachment_count;
sg_pixel_format color_format;
sg_pixel_format depth_format;
int sample_count;
float blend_color[4];
UINT d3d11_stencil_ref;
UINT d3d11_vb_strides[SG_MAX_SHADERSTAGE_BUFFERS];
D3D_PRIMITIVE_TOPOLOGY d3d11_topology;
DXGI_FORMAT d3d11_index_format;
ID3D11InputLayout* d3d11_il;
ID3D11RasterizerState* d3d11_rs;
ID3D11DepthStencilState* d3d11_dss;
ID3D11BlendState* d3d11_bs;
} _sg_pipeline;
_SOKOL_PRIVATE void _sg_init_pipeline(_sg_pipeline* pip) {
SOKOL_ASSERT(pip);
memset(pip, 0, sizeof(_sg_pipeline));
}
typedef struct {
_sg_image* image;
sg_image image_id;
int mip_level;
int slice;
} _sg_attachment;
typedef struct {
_sg_slot slot;
int num_color_atts;
_sg_attachment color_atts[SG_MAX_COLOR_ATTACHMENTS];
_sg_attachment ds_att;
ID3D11RenderTargetView* d3d11_rtvs[SG_MAX_COLOR_ATTACHMENTS];
ID3D11DepthStencilView* d3d11_dsv;
} _sg_pass;
_SOKOL_PRIVATE void _sg_init_pass(_sg_pass* pass) {
SOKOL_ASSERT(pass);
memset(pass, 0, sizeof(_sg_pass));
}
/*-- main D3D11 backend state and functions ----------------------------------*/
typedef struct {
bool valid;
ID3D11Device* dev;
ID3D11DeviceContext* ctx;
const void* (*rtv_cb)(void);
const void* (*dsv_cb)(void);
bool in_pass;
bool use_indexed_draw;
int cur_width;
int cur_height;
int num_rtvs;
_sg_pass* cur_pass;
sg_pass cur_pass_id;
_sg_pipeline* cur_pipeline;
sg_pipeline cur_pipeline_id;
ID3D11RenderTargetView* cur_rtvs[SG_MAX_COLOR_ATTACHMENTS];
ID3D11DepthStencilView* cur_dsv;
/* the following arrays are used for unbinding resources, they will always contain zeroes */
ID3D11RenderTargetView* zero_rtvs[SG_MAX_COLOR_ATTACHMENTS];
ID3D11Buffer* zero_vbs[SG_MAX_SHADERSTAGE_BUFFERS];
UINT zero_vb_offsets[SG_MAX_SHADERSTAGE_BUFFERS];
UINT zero_vb_strides[SG_MAX_SHADERSTAGE_BUFFERS];
ID3D11Buffer* zero_cbs[SG_MAX_SHADERSTAGE_UBS];
ID3D11ShaderResourceView* zero_srvs[SG_MAX_SHADERSTAGE_IMAGES];
ID3D11SamplerState* zero_smps[SG_MAX_SHADERSTAGE_IMAGES];
/* global subresourcedata array for texture updates */
D3D11_SUBRESOURCE_DATA subres_data[SG_MAX_MIPMAPS * SG_MAX_TEXTUREARRAY_LAYERS];
} _sg_backend;
static _sg_backend _sg_d3d11;
_SOKOL_PRIVATE void _sg_setup_backend(const sg_desc* desc) {
SOKOL_ASSERT(desc);
SOKOL_ASSERT(desc->d3d11_device);
SOKOL_ASSERT(desc->d3d11_device_context);
SOKOL_ASSERT(desc->d3d11_render_target_view_cb);
SOKOL_ASSERT(desc->d3d11_depth_stencil_view_cb);
SOKOL_ASSERT(desc->d3d11_render_target_view_cb != desc->d3d11_depth_stencil_view_cb);
memset(&_sg_d3d11, 0, sizeof(_sg_d3d11));
_sg_d3d11.valid = true;
_sg_d3d11.dev = (ID3D11Device*) desc->d3d11_device;
_sg_d3d11.ctx = (ID3D11DeviceContext*) desc->d3d11_device_context;
_sg_d3d11.rtv_cb = desc->d3d11_render_target_view_cb;
_sg_d3d11.dsv_cb = desc->d3d11_depth_stencil_view_cb;
}
_SOKOL_PRIVATE void _sg_discard_backend() {
SOKOL_ASSERT(_sg_d3d11.valid);
memset(&_sg_d3d11, 0, sizeof(_sg_d3d11));
}
_SOKOL_PRIVATE bool _sg_query_feature(sg_feature f) {
switch (f) {
case SG_FEATURE_INSTANCED_ARRAYS:
case SG_FEATURE_TEXTURE_COMPRESSION_DXT:
case SG_FEATURE_TEXTURE_FLOAT:
case SG_FEATURE_TEXTURE_HALF_FLOAT:
case SG_FEATURE_ORIGIN_TOP_LEFT:
case SG_FEATURE_MSAA_RENDER_TARGETS:
case SG_FEATURE_MULTIPLE_RENDER_TARGET:
case SG_FEATURE_IMAGETYPE_3D:
case SG_FEATURE_IMAGETYPE_ARRAY:
return true;
default:
return false;
}
}
_SOKOL_PRIVATE void _sg_d3d11_clear_state() {
/* clear all the device context state, so that resource refs don't keep stuck in the d3d device context */
ID3D11DeviceContext_OMSetRenderTargets(_sg_d3d11.ctx, SG_MAX_COLOR_ATTACHMENTS, _sg_d3d11.zero_rtvs, NULL);
ID3D11DeviceContext_RSSetState(_sg_d3d11.ctx, NULL);
ID3D11DeviceContext_OMSetDepthStencilState(_sg_d3d11.ctx, NULL, 0);
ID3D11DeviceContext_OMSetBlendState(_sg_d3d11.ctx, NULL, NULL, 0xFFFFFFFF);
ID3D11DeviceContext_IASetVertexBuffers(_sg_d3d11.ctx, 0, SG_MAX_SHADERSTAGE_BUFFERS, _sg_d3d11.zero_vbs, _sg_d3d11.zero_vb_strides, _sg_d3d11.zero_vb_offsets);
ID3D11DeviceContext_IASetIndexBuffer(_sg_d3d11.ctx, NULL, DXGI_FORMAT_UNKNOWN, 0);
ID3D11DeviceContext_IASetInputLayout(_sg_d3d11.ctx, NULL);
ID3D11DeviceContext_VSSetShader(_sg_d3d11.ctx, NULL, NULL, 0);
ID3D11DeviceContext_PSSetShader(_sg_d3d11.ctx, NULL, NULL, 0);
ID3D11DeviceContext_VSSetConstantBuffers(_sg_d3d11.ctx, 0, SG_MAX_SHADERSTAGE_UBS, _sg_d3d11.zero_cbs);
ID3D11DeviceContext_PSSetConstantBuffers(_sg_d3d11.ctx, 0, SG_MAX_SHADERSTAGE_UBS, _sg_d3d11.zero_cbs);
ID3D11DeviceContext_VSSetShaderResources(_sg_d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, _sg_d3d11.zero_srvs);
ID3D11DeviceContext_PSSetShaderResources(_sg_d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, _sg_d3d11.zero_srvs);
ID3D11DeviceContext_VSSetSamplers(_sg_d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, _sg_d3d11.zero_smps);
ID3D11DeviceContext_PSSetSamplers(_sg_d3d11.ctx, 0, SG_MAX_SHADERSTAGE_IMAGES, _sg_d3d11.zero_smps);
}
_SOKOL_PRIVATE void _sg_create_buffer(_sg_buffer* buf, const sg_buffer_desc* desc) {
SOKOL_ASSERT(buf && desc);
SOKOL_ASSERT(buf->slot.state == SG_RESOURCESTATE_ALLOC);
SOKOL_ASSERT(!buf->d3d11_buf);
buf->size = desc->size;
buf->type = _sg_def(desc->type, SG_BUFFERTYPE_VERTEXBUFFER);
buf->usage = _sg_def(desc->usage, SG_USAGE_IMMUTABLE);
buf->upd_frame_index = 0;
D3D11_BUFFER_DESC d3d11_desc;
memset(&d3d11_desc, 0, sizeof(d3d11_desc));
d3d11_desc.ByteWidth = buf->size;
d3d11_desc.Usage = _sg_d3d11_usage(buf->usage);
d3d11_desc.BindFlags = buf->type == SG_BUFFERTYPE_VERTEXBUFFER ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER;
d3d11_desc.CPUAccessFlags = _sg_d3d11_cpu_access_flags(buf->usage);
D3D11_SUBRESOURCE_DATA* init_data_ptr = 0;
D3D11_SUBRESOURCE_DATA init_data;
memset(&init_data, 0, sizeof(init_data));
if (buf->usage == SG_USAGE_IMMUTABLE) {
SOKOL_ASSERT(desc->content);
init_data.pSysMem = desc->content;
init_data_ptr = &init_data;
}
HRESULT hr = ID3D11Device_CreateBuffer(_sg_d3d11.dev, &d3d11_desc, init_data_ptr, &buf->d3d11_buf);
SOKOL_ASSERT(SUCCEEDED(hr) && buf->d3d11_buf);
buf->slot.state = SG_RESOURCESTATE_VALID;
}
_SOKOL_PRIVATE void _sg_destroy_buffer(_sg_buffer* buf) {
SOKOL_ASSERT(buf);
if (buf->d3d11_buf) {
ID3D11Buffer_Release(buf->d3d11_buf);
}
_sg_init_buffer(buf);
}
_SOKOL_PRIVATE void _sg_d3d11_fill_subres_data(const _sg_image* img, const sg_image_content* content) {
const int num_faces = (img->type == SG_IMAGETYPE_CUBE) ? 6:1;
const int num_slices = (img->type == SG_IMAGETYPE_ARRAY) ? img->depth:1;
int subres_index = 0;
for (int face_index = 0; face_index < num_faces; face_index++) {
for (int slice_index = 0; slice_index < num_slices; slice_index++) {
for (int mip_index = 0; mip_index < img->num_mipmaps; mip_index++, subres_index++) {
SOKOL_ASSERT(subres_index < (SG_MAX_MIPMAPS * SG_MAX_TEXTUREARRAY_LAYERS));
D3D11_SUBRESOURCE_DATA* subres_data = &_sg_d3d11.subres_data[subres_index];
const int mip_width = ((img->width>>mip_index)>0) ? img->width>>mip_index : 1;
const int mip_height = ((img->height>>mip_index)>0) ? img->height>>mip_index : 1;
const sg_subimage_content* subimg_content = &(content->subimage[face_index][mip_index]);
const int slice_size = subimg_content->size / num_slices;
const int slice_offset = slice_size * slice_index;
const uint8_t* ptr = (const uint8_t*) subimg_content->ptr;
subres_data->pSysMem = ptr + slice_offset;
subres_data->SysMemPitch = _sg_row_pitch(img->pixel_format, mip_width);
if (img->type == SG_IMAGETYPE_3D) {
const int mip_depth = ((img->depth>>mip_index)>0) ? img->depth>>mip_index : 1;
subres_data->SysMemSlicePitch = _sg_surface_pitch(img->pixel_format, mip_width, mip_height);
}
else {
subres_data->SysMemSlicePitch = 0;
}
}
}
}
}
_SOKOL_PRIVATE void _sg_create_image(_sg_image* img, const sg_image_desc* desc) {
SOKOL_ASSERT(img && desc);
SOKOL_ASSERT(img->slot.state == SG_RESOURCESTATE_ALLOC);
SOKOL_ASSERT(!img->d3d11_tex2d && !img->d3d11_tex3d && !img->d3d11_texds && !img->d3d11_texmsaa);
SOKOL_ASSERT(!img->d3d11_srv && !img->d3d11_smp);
HRESULT hr;
img->type = _sg_def(desc->type, SG_IMAGETYPE_2D);
img->render_target = desc->render_target;
img->width = desc->width;
img->height = desc->height;
img->depth = _sg_def(desc->depth, 1);
img->num_mipmaps = _sg_def(desc->num_mipmaps, 1);
img->usage = _sg_def(desc->usage, SG_USAGE_IMMUTABLE);
img->pixel_format = _sg_def(desc->pixel_format, SG_PIXELFORMAT_RGBA8);
img->sample_count = _sg_def(desc->sample_count, 1);
img->min_filter = _sg_def(desc->min_filter, SG_FILTER_NEAREST);
img->mag_filter = _sg_def(desc->mag_filter, SG_FILTER_NEAREST);
img->wrap_u = _sg_def(desc->wrap_u, SG_WRAP_REPEAT);
img->wrap_v = _sg_def(desc->wrap_v, SG_WRAP_REPEAT);
img->wrap_w = _sg_def(desc->wrap_w, SG_WRAP_REPEAT);
img->upd_frame_index = 0;
/* special case depth-stencil buffer? */
if (_sg_is_valid_rendertarget_depth_format(img->pixel_format)) {
/* create only a depth-texture */
img->d3d11_format = _sg_d3d11_rendertarget_depth_format(img->pixel_format);
D3D11_TEXTURE2D_DESC d3d11_desc;
memset(&d3d11_desc, 0, sizeof(d3d11_desc));
d3d11_desc.Width = img->width;
d3d11_desc.Height = img->height;
d3d11_desc.MipLevels = 1;
d3d11_desc.ArraySize = 1;
d3d11_desc.Format = img->d3d11_format;
d3d11_desc.Usage = D3D11_USAGE_DEFAULT;
d3d11_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
d3d11_desc.SampleDesc.Count = img->sample_count;
d3d11_desc.SampleDesc.Quality = (img->sample_count > 1) ? D3D11_STANDARD_MULTISAMPLE_PATTERN : 0;
hr = ID3D11Device_CreateTexture2D(_sg_d3d11.dev, &d3d11_desc, NULL, &img->d3d11_texds);
SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11_texds);
}
else {
/* create color texture */
/* prepare initial content pointers */
D3D11_SUBRESOURCE_DATA* init_data = 0;
if ((img->usage == SG_USAGE_IMMUTABLE) && !img->render_target) {
_sg_d3d11_fill_subres_data(img, &desc->content);
init_data = _sg_d3d11.subres_data;
}
if (img->type != SG_IMAGETYPE_3D) {
/* 2D-, cube- or array-texture */
/* if this is an MSAA render target, the following texture will be the 'resolve-texture' */
D3D11_TEXTURE2D_DESC d3d11_tex_desc;
memset(&d3d11_tex_desc, 0, sizeof(d3d11_tex_desc));
d3d11_tex_desc.Width = img->width;
d3d11_tex_desc.Height = img->height;
d3d11_tex_desc.MipLevels = img->num_mipmaps;
switch (img->type) {
case SG_IMAGETYPE_ARRAY: d3d11_tex_desc.ArraySize = img->depth; break;
case SG_IMAGETYPE_CUBE: d3d11_tex_desc.ArraySize = 6; break;
default: d3d11_tex_desc.ArraySize = 1; break;
}
d3d11_tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
if (img->render_target) {
img->d3d11_format = _sg_d3d11_rendertarget_color_format(img->pixel_format);
d3d11_tex_desc.Format = img->d3d11_format;
d3d11_tex_desc.Usage = D3D11_USAGE_DEFAULT;
if (img->sample_count == 1) {
d3d11_tex_desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
}
d3d11_tex_desc.CPUAccessFlags = 0;
}
else {
img->d3d11_format = _sg_d3d11_texture_format(img->pixel_format);
d3d11_tex_desc.Format = img->d3d11_format;
d3d11_tex_desc.Usage = _sg_d3d11_usage(img->usage);
d3d11_tex_desc.CPUAccessFlags = _sg_d3d11_cpu_access_flags(img->usage);
}
d3d11_tex_desc.SampleDesc.Count = 1;
d3d11_tex_desc.SampleDesc.Quality = 0;
d3d11_tex_desc.MiscFlags = (img->type == SG_IMAGETYPE_CUBE) ? D3D11_RESOURCE_MISC_TEXTURECUBE : 0;
hr = ID3D11Device_CreateTexture2D(_sg_d3d11.dev, &d3d11_tex_desc, init_data, &img->d3d11_tex2d);
SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11_tex2d);
/* also need to create a separate MSAA render target texture? */
if (img->sample_count > 1) {
d3d11_tex_desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
d3d11_tex_desc.SampleDesc.Count = img->sample_count;
d3d11_tex_desc.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
hr = ID3D11Device_CreateTexture2D(_sg_d3d11.dev, &d3d11_tex_desc, NULL, &img->d3d11_texmsaa);
SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11_texmsaa);
}
/* shader-resource-view */
D3D11_SHADER_RESOURCE_VIEW_DESC d3d11_srv_desc;
memset(&d3d11_srv_desc, 0, sizeof(d3d11_srv_desc));
d3d11_srv_desc.Format = d3d11_tex_desc.Format;
switch (img->type) {
case SG_IMAGETYPE_2D:
d3d11_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
d3d11_srv_desc.Texture2D.MipLevels = img->num_mipmaps;
break;
case SG_IMAGETYPE_CUBE:
d3d11_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
d3d11_srv_desc.TextureCube.MipLevels = img->num_mipmaps;
break;
case SG_IMAGETYPE_ARRAY:
d3d11_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
d3d11_srv_desc.Texture2DArray.MipLevels = img->num_mipmaps;
d3d11_srv_desc.Texture2DArray.ArraySize = img->depth;
break;
default:
SOKOL_UNREACHABLE; break;
}
hr = ID3D11Device_CreateShaderResourceView(_sg_d3d11.dev, (ID3D11Resource*)img->d3d11_tex2d, &d3d11_srv_desc, &img->d3d11_srv);
SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11_srv);
}
else {
/* 3D texture */
D3D11_TEXTURE3D_DESC d3d11_tex_desc;
memset(&d3d11_tex_desc, 0, sizeof(d3d11_tex_desc));
d3d11_tex_desc.Width = img->width;
d3d11_tex_desc.Height = img->height;
d3d11_tex_desc.Depth = img->depth;
d3d11_tex_desc.MipLevels = img->num_mipmaps;
if (img->render_target) {
img->d3d11_format = _sg_d3d11_rendertarget_color_format(img->pixel_format);
d3d11_tex_desc.Format = img->d3d11_format;
d3d11_tex_desc.Usage = D3D11_USAGE_DEFAULT;
d3d11_tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET;
d3d11_tex_desc.CPUAccessFlags = 0;
}
else {
img->d3d11_format = _sg_d3d11_texture_format(img->pixel_format);
d3d11_tex_desc.Format = img->d3d11_format;
d3d11_tex_desc.Usage = _sg_d3d11_usage(img->usage);
d3d11_tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
d3d11_tex_desc.CPUAccessFlags = _sg_d3d11_cpu_access_flags(img->usage);
}
hr = ID3D11Device_CreateTexture3D(_sg_d3d11.dev, &d3d11_tex_desc, init_data, &img->d3d11_tex3d);
SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11_tex3d);
/* shader resource view for 3d texture */
D3D11_SHADER_RESOURCE_VIEW_DESC d3d11_srv_desc;
memset(&d3d11_srv_desc, 0, sizeof(d3d11_srv_desc));
d3d11_srv_desc.Format = d3d11_tex_desc.Format;
d3d11_srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
d3d11_srv_desc.Texture3D.MipLevels = img->num_mipmaps;
hr = ID3D11Device_CreateShaderResourceView(_sg_d3d11.dev, (ID3D11Resource*)img->d3d11_tex3d, &d3d11_srv_desc, &img->d3d11_srv);
SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11_srv);
}
/* sampler state object, note D3D11 implements an internal shared-pool for sampler objects */
D3D11_SAMPLER_DESC d3d11_smp_desc;
memset(&d3d11_smp_desc, 0, sizeof(d3d11_smp_desc));
d3d11_smp_desc.Filter = _sg_d3d11_filter(img->min_filter, img->mag_filter);
d3d11_smp_desc.AddressU = _sg_d3d11_address_mode(img->wrap_u);
d3d11_smp_desc.AddressV = _sg_d3d11_address_mode(img->wrap_v);
d3d11_smp_desc.AddressW = _sg_d3d11_address_mode(img->wrap_w);
d3d11_smp_desc.MaxAnisotropy = 1;
d3d11_smp_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
d3d11_smp_desc.MinLOD = -D3D11_FLOAT32_MAX;
d3d11_smp_desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = ID3D11Device_CreateSamplerState(_sg_d3d11.dev, &d3d11_smp_desc, &img->d3d11_smp);
SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11_smp);
}
SOKOL_ASSERT(img->d3d11_format != DXGI_FORMAT_UNKNOWN);
img->slot.state = SG_RESOURCESTATE_VALID;
}
_SOKOL_PRIVATE void _sg_destroy_image(_sg_image* img) {
SOKOL_ASSERT(img);
if (img->d3d11_tex2d) {
ID3D11Texture2D_Release(img->d3d11_tex2d);
}
if (img->d3d11_tex3d) {
ID3D11Texture3D_Release(img->d3d11_tex3d);
}
if (img->d3d11_texds) {
ID3D11Texture2D_Release(img->d3d11_texds);
}
if (img->d3d11_texmsaa) {
ID3D11Texture2D_Release(img->d3d11_texmsaa);
}
if (img->d3d11_srv) {
ID3D11ShaderResourceView_Release(img->d3d11_srv);
}
if (img->d3d11_smp) {
ID3D11SamplerState_Release(img->d3d11_smp);
}
_sg_init_image(img);
}
#if defined(SOKOL_D3D11_SHADER_COMPILER)
_SOKOL_PRIVATE ID3DBlob* _sg_d3d11_compile_shader(const sg_shader_stage_desc* stage_desc, const char* target) {
ID3DBlob* output = NULL;
ID3DBlob* errors = NULL;
HRESULT hr = D3DCompile(
stage_desc->source, /* pSrcData */
strlen(stage_desc->source), /* SrcDataSize */
NULL, /* pSourceName */
NULL, /* pDefines */
NULL, /* pInclude */
stage_desc->entry ? stage_desc->entry : "main", /* pEntryPoint */
target, /* pTarget (vs_5_0 or ps_5_0) */
D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR | D3DCOMPILE_OPTIMIZATION_LEVEL3, /* Flags1 */
0, /* Flags2 */
&output, /* ppCode */
&errors); /* ppErrorMsgs */
if (errors) {
SOKOL_LOG((LPCSTR)ID3D10Blob_GetBufferPointer(errors));
ID3D10Blob_Release(errors); errors = NULL;
}
return output;
}
#endif
#define _sg_d3d11_roundup(val, round_to) (((val)+((round_to)-1))&~((round_to)-1))
_SOKOL_PRIVATE void _sg_create_shader(_sg_shader* shd, const sg_shader_desc* desc) {
SOKOL_ASSERT(shd && desc);
SOKOL_ASSERT(shd->slot.state == SG_RESOURCESTATE_ALLOC);
SOKOL_ASSERT(!shd->d3d11_vs && !shd->d3d11_fs && !shd->d3d11_vs_blob);
HRESULT hr;
/* shader stage uniform blocks and image slots */
for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) {
const sg_shader_stage_desc* stage_desc = (stage_index == SG_SHADERSTAGE_VS) ? &desc->vs : &desc->fs;
_sg_shader_stage* stage = &shd->stage[stage_index];
SOKOL_ASSERT(stage->num_uniform_blocks == 0);
for (int ub_index = 0; ub_index < SG_MAX_SHADERSTAGE_UBS; ub_index++) {
const sg_shader_uniform_block_desc* ub_desc = &stage_desc->uniform_blocks[ub_index];
if (0 == ub_desc->size) {
break;
}
_sg_uniform_block* ub = &stage->uniform_blocks[ub_index];
ub->size = ub_desc->size;
/* create a D3D constant buffer */
SOKOL_ASSERT(!stage->d3d11_cbs[ub_index]);
D3D11_BUFFER_DESC cb_desc;
memset(&cb_desc, 0, sizeof(cb_desc));
cb_desc.ByteWidth = _sg_d3d11_roundup(ub->size, 16);
cb_desc.Usage = D3D11_USAGE_DEFAULT;
cb_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = ID3D11Device_CreateBuffer(_sg_d3d11.dev, &cb_desc, NULL, &stage->d3d11_cbs[ub_index]);
SOKOL_ASSERT(SUCCEEDED(hr) && stage->d3d11_cbs[ub_index]);
stage->num_uniform_blocks++;
}
SOKOL_ASSERT(stage->num_images == 0);
for (int img_index = 0; img_index < SG_MAX_SHADERSTAGE_IMAGES; img_index++) {
const sg_shader_image_desc* img_desc = &stage_desc->images[img_index];
if (img_desc->type == _SG_IMAGETYPE_DEFAULT) {
break;
}
stage->images[img_index].type = img_desc->type;
stage->num_images++;
}
}
const void* vs_ptr = 0, *fs_ptr = 0;
SIZE_T vs_length = 0, fs_length = 0;
#if defined(SOKOL_D3D11_SHADER_COMPILER)
ID3DBlob* vs_blob = 0, *fs_blob = 0;
#endif
if (desc->vs.byte_code && desc->fs.byte_code) {
/* create from byte code */
vs_ptr = desc->vs.byte_code;
fs_ptr = desc->fs.byte_code;
vs_length = desc->vs.byte_code_size;
fs_length = desc->fs.byte_code_size;
}
else {
/* compile shader code */
#if defined(SOKOL_D3D11_SHADER_COMPILER)
vs_blob = _sg_d3d11_compile_shader(&desc->vs, "vs_5_0");
fs_blob = _sg_d3d11_compile_shader(&desc->fs, "ps_5_0");
if (vs_blob && fs_blob) {
vs_ptr = ID3D10Blob_GetBufferPointer(vs_blob);
vs_length = ID3D10Blob_GetBufferSize(vs_blob);
fs_ptr = ID3D10Blob_GetBufferPointer(fs_blob);
fs_length = ID3D10Blob_GetBufferSize(fs_blob);
}
#endif
}
if (vs_ptr && fs_ptr && (vs_length > 0) && (fs_length > 0)) {
/* create the D3D vertex- and pixel-shader objects */
hr = ID3D11Device_CreateVertexShader(_sg_d3d11.dev, vs_ptr, vs_length, NULL, &shd->d3d11_vs);
SOKOL_ASSERT(SUCCEEDED(hr) && shd->d3d11_vs);
hr = ID3D11Device_CreatePixelShader(_sg_d3d11.dev, fs_ptr, fs_length, NULL, &shd->d3d11_fs);
SOKOL_ASSERT(SUCCEEDED(hr) && shd->d3d11_fs);
/* need to store the vertex shader byte code, this is needed later in sg_create_pipeline */
shd->d3d11_vs_blob_length = vs_length;
shd->d3d11_vs_blob = SOKOL_MALLOC(vs_length);
SOKOL_ASSERT(shd->d3d11_vs_blob);
memcpy(shd->d3d11_vs_blob, vs_ptr, vs_length);
shd->slot.state = SG_RESOURCESTATE_VALID;
}
else {
shd->slot.state = SG_RESOURCESTATE_FAILED;
}
#if defined(SOKOL_D3D11_SHADER_COMPILER)
if (vs_blob) {
ID3D10Blob_Release(vs_blob); vs_blob = 0;
}
if (fs_blob) {
ID3D10Blob_Release(fs_blob); fs_blob = 0;
}
#endif
}
_SOKOL_PRIVATE void _sg_destroy_shader(_sg_shader* shd) {
SOKOL_ASSERT(shd);
if (shd->d3d11_vs) {
ID3D11VertexShader_Release(shd->d3d11_vs);
}
if (shd->d3d11_fs) {
ID3D11PixelShader_Release(shd->d3d11_fs);
}
if (shd->d3d11_vs_blob) {
SOKOL_FREE(shd->d3d11_vs_blob);
}
for (int stage_index = 0; stage_index < SG_NUM_SHADER_STAGES; stage_index++) {
_sg_shader_stage* stage = &shd->stage[stage_index];
for (int ub_index = 0; ub_index < stage->num_uniform_blocks; ub_index++) {
if (stage->d3d11_cbs[ub_index]) {
ID3D11Buffer_Release(stage->d3d11_cbs[ub_index]);
}
}
}
_sg_init_shader(shd);
}
_SOKOL_PRIVATE void _sg_create_pipeline(_sg_pipeline* pip, _sg_shader* shd, const sg_pipeline_desc* desc) {
SOKOL_ASSERT(pip && shd && desc);
SOKOL_ASSERT(pip->slot.state == SG_RESOURCESTATE_ALLOC);
SOKOL_ASSERT(desc->shader.id == shd->slot.id);
SOKOL_ASSERT(shd->slot.state == SG_RESOURCESTATE_VALID);
SOKOL_ASSERT(shd->d3d11_vs_blob && shd->d3d11_vs_blob_length > 0);
SOKOL_ASSERT(!pip->d3d11_il && !pip->d3d11_rs && !pip->d3d11_dss && !pip->d3d11_bs);
HRESULT hr;
pip->shader = shd;
pip->shader_id = desc->shader;
pip->index_type = _sg_def(desc->index_type, SG_INDEXTYPE_NONE);
pip->color_attachment_count = _sg_def(desc->blend.color_attachment_count, 1);
pip->color_format = _sg_def(desc->blend.color_format, SG_PIXELFORMAT_RGBA8);
pip->depth_format = _sg_def(desc->blend.depth_format, SG_PIXELFORMAT_DEPTHSTENCIL);
pip->sample_count = _sg_def(desc->rasterizer.sample_count, 1);
pip->d3d11_index_format = _sg_d3d11_index_format(pip->index_type);
pip->d3d11_topology = _sg_d3d11_primitive_topology(_sg_def(desc->primitive_type, SG_PRIMITIVETYPE_TRIANGLES));
for (int i = 0; i < 4; i++) {
pip->blend_color[i] = desc->blend.blend_color[i];
}
pip->d3d11_stencil_ref = desc->depth_stencil.stencil_ref;
/* create input layout object */
D3D11_INPUT_ELEMENT_DESC d3d11_comps[SG_MAX_VERTEX_ATTRIBUTES];
memset(d3d11_comps, 0, sizeof(d3d11_comps));
int d3d11_attr_index = 0;
for (int layout_index = 0; layout_index < SG_MAX_SHADERSTAGE_BUFFERS; layout_index++) {
const sg_vertex_layout_desc* layout_desc = &desc->vertex_layouts[layout_index];
if (layout_desc->stride == 0) {
break;
}
pip->vertex_layout_valid[layout_index] = true;
pip->d3d11_vb_strides[layout_index] = layout_desc->stride;
for (int attr_index = 0; attr_index < SG_MAX_VERTEX_ATTRIBUTES; attr_index++) {
const sg_vertex_attr_desc* attr_desc = &layout_desc->attrs[attr_index];
if (attr_desc->format == SG_VERTEXFORMAT_INVALID) {
break;
}
SOKOL_ASSERT(d3d11_attr_index < SG_MAX_VERTEX_ATTRIBUTES);
D3D11_INPUT_ELEMENT_DESC* d3d11_comp = &d3d11_comps[d3d11_attr_index++];
d3d11_comp->SemanticName = attr_desc->sem_name;
d3d11_comp->SemanticIndex = attr_desc->sem_index;
d3d11_comp->Format = _sg_d3d11_vertex_format(attr_desc->format);
d3d11_comp->InputSlot = layout_index;
d3d11_comp->AlignedByteOffset = attr_desc->offset;
const sg_vertex_step step_func = _sg_def(layout_desc->step_func, SG_VERTEXSTEP_PER_VERTEX);
d3d11_comp->InputSlotClass = _sg_d3d11_input_classification(step_func);
if (SG_VERTEXSTEP_PER_INSTANCE == step_func) {
d3d11_comp->InstanceDataStepRate = _sg_def(layout_desc->step_rate, 1);
}
}
}
hr = ID3D11Device_CreateInputLayout(_sg_d3d11.dev,
d3d11_comps, /* pInputElementDesc */
d3d11_attr_index, /* NumElements */
shd->d3d11_vs_blob, /* pShaderByteCodeWithInputSignature */
shd->d3d11_vs_blob_length, /* BytecodeLength */
&pip->d3d11_il);
SOKOL_ASSERT(SUCCEEDED(hr) && pip->d3d11_il);
/* create rasterizer state */
D3D11_RASTERIZER_DESC rs_desc;
memset(&rs_desc, 0, sizeof(rs_desc));
rs_desc.FillMode = D3D11_FILL_SOLID;
rs_desc.CullMode = _sg_d3d11_cull_mode(_sg_def(desc->rasterizer.cull_mode, SG_CULLMODE_NONE));
rs_desc.FrontCounterClockwise = _sg_def(desc->rasterizer.face_winding, SG_FACEWINDING_CW) == SG_FACEWINDING_CCW;
rs_desc.DepthBias = 0;
rs_desc.DepthBiasClamp = 0.0f;
rs_desc.SlopeScaledDepthBias = 0.0f;
rs_desc.DepthClipEnable = TRUE;
rs_desc.ScissorEnable = TRUE;
rs_desc.MultisampleEnable = _sg_def(desc->rasterizer.sample_count, 1) > 1;
rs_desc.AntialiasedLineEnable = FALSE;
hr = ID3D11Device_CreateRasterizerState(_sg_d3d11.dev, &rs_desc, &pip->d3d11_rs);
SOKOL_ASSERT(SUCCEEDED(hr) && pip->d3d11_rs);
/* create depth-stencil state */
D3D11_DEPTH_STENCIL_DESC dss_desc;
memset(&dss_desc, 0, sizeof(dss_desc));
dss_desc.DepthEnable = TRUE;
dss_desc.DepthWriteMask = desc->depth_stencil.depth_write_enabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
dss_desc.DepthFunc = _sg_d3d11_compare_func(_sg_def(desc->depth_stencil.depth_compare_func, SG_COMPAREFUNC_ALWAYS));
dss_desc.StencilEnable = desc->depth_stencil.stencil_enabled;
dss_desc.StencilReadMask = desc->depth_stencil.stencil_read_mask;
dss_desc.StencilWriteMask = desc->depth_stencil.stencil_write_mask;
const sg_stencil_state* sf = &desc->depth_stencil.stencil_front;
dss_desc.FrontFace.StencilFailOp = _sg_d3d11_stencil_op(_sg_def(sf->fail_op, SG_STENCILOP_KEEP));
dss_desc.FrontFace.StencilDepthFailOp = _sg_d3d11_stencil_op(_sg_def(sf->depth_fail_op, SG_STENCILOP_KEEP));
dss_desc.FrontFace.StencilPassOp = _sg_d3d11_stencil_op(_sg_def(sf->pass_op, SG_STENCILOP_KEEP));
dss_desc.FrontFace.StencilFunc = _sg_d3d11_compare_func(_sg_def(sf->compare_func, SG_COMPAREFUNC_ALWAYS));
const sg_stencil_state* sb = &desc->depth_stencil.stencil_back;
dss_desc.BackFace.StencilFailOp = _sg_d3d11_stencil_op(_sg_def(sb->fail_op, SG_STENCILOP_KEEP));
dss_desc.BackFace.StencilDepthFailOp = _sg_d3d11_stencil_op(_sg_def(sb->depth_fail_op, SG_STENCILOP_KEEP));
dss_desc.BackFace.StencilPassOp = _sg_d3d11_stencil_op(_sg_def(sb->pass_op, SG_STENCILOP_KEEP));
dss_desc.BackFace.StencilFunc = _sg_d3d11_compare_func(_sg_def(sb->compare_func, SG_COMPAREFUNC_ALWAYS));
hr = ID3D11Device_CreateDepthStencilState(_sg_d3d11.dev, &dss_desc, &pip->d3d11_dss);
SOKOL_ASSERT(SUCCEEDED(hr) && pip->d3d11_dss);
/* create blend state */
D3D11_BLEND_DESC bs_desc;
memset(&bs_desc, 0, sizeof(bs_desc));
bs_desc.AlphaToCoverageEnable = desc->rasterizer.alpha_to_coverage_enabled;
bs_desc.IndependentBlendEnable = FALSE;
bs_desc.RenderTarget[0].BlendEnable = desc->blend.enabled;
bs_desc.RenderTarget[0].SrcBlend = _sg_d3d11_blend_factor(_sg_def(desc->blend.src_factor_rgb, SG_BLENDFACTOR_ONE));
bs_desc.RenderTarget[0].DestBlend = _sg_d3d11_blend_factor(_sg_def(desc->blend.dst_factor_rgb, SG_BLENDFACTOR_ZERO));
bs_desc.RenderTarget[0].BlendOp = _sg_d3d11_blend_op(_sg_def(desc->blend.op_rgb, SG_BLENDOP_ADD));
bs_desc.RenderTarget[0].SrcBlendAlpha = _sg_d3d11_blend_factor(_sg_def(desc->blend.src_factor_alpha, SG_BLENDFACTOR_ONE));
bs_desc.RenderTarget[0].DestBlendAlpha = _sg_d3d11_blend_factor(_sg_def(desc->blend.dst_factor_alpha, SG_BLENDFACTOR_ZERO));
bs_desc.RenderTarget[0].BlendOpAlpha = _sg_d3d11_blend_op(_sg_def(desc->blend.op_alpha, SG_BLENDOP_ADD));
bs_desc.RenderTarget[0].RenderTargetWriteMask = _sg_d3d11_color_write_mask(_sg_def((sg_color_mask)desc->blend.color_write_mask, SG_COLORMASK_RGBA));
hr = ID3D11Device_CreateBlendState(_sg_d3d11.dev, &bs_desc, &pip->d3d11_bs);
SOKOL_ASSERT(SUCCEEDED(hr) && pip->d3d11_bs);
pip->slot.state = SG_RESOURCESTATE_VALID;
}