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package d3d11_backend
import "core:log"
import "core:mem"
import win32 "core:sys/windows"
import d3d11 "vendor:directx/d3d11"
import dxgi "vendor:directx/dxgi"
import bk ".."
// --- Global D3D11 state ---
@(private)
g_d3d: ^D3D11_State
D3D11_State :: struct {
// Core D3D11 objects
device: ^d3d11.IDevice,
ctx: ^d3d11.IDeviceContext,
swap_chain: ^dxgi.ISwapChain1,
feature_level: d3d11.FEATURE_LEVEL,
// Backbuffer
backbuffer_rtv: ^d3d11.IRenderTargetView,
depth_tex: ^d3d11.ITexture2D,
depth_dsv: ^d3d11.IDepthStencilView,
width: u32,
height: u32,
// Push constants emulation: constant buffer at slot b15
push_constant_buf: ^d3d11.IBuffer,
// Depth format
depth_format: dxgi.FORMAT,
// Default render pass handle
default_render_pass: bk.Render_Pass_Handle,
// Current frame state
current_frame: u32,
frame_active: bool,
clear_color: [4]f32,
// Current render pass state
render_pass_active: bool,
// Current pipeline state (for depth bias caching and vertex stride)
current_rasterizer_desc: d3d11.RASTERIZER_DESC,
current_rasterizer_state: ^d3d11.IRasterizerState,
current_vertex_stride: u32,
current_pipeline: bk.Pipeline_Handle,
// Handle pools
buffers: [MAX_BUFFERS]D3D11_Buffer_Entry,
textures: [MAX_TEXTURES]D3D11_Texture_Entry,
pipelines: [MAX_PIPELINES]D3D11_Pipeline_Entry,
shaders: [MAX_SHADERS]D3D11_Shader_Entry,
descriptors: [MAX_DESCRIPTORS]D3D11_Descriptor_Entry,
render_passes: [MAX_RENDER_PASSES]D3D11_Render_Pass_Entry,
framebuffers: [MAX_FRAMEBUFFERS]D3D11_Framebuffer_Entry,
samplers: [MAX_SAMPLERS]D3D11_Sampler_Entry,
}
// Pool sizes (same as Vulkan backend)
MAX_BUFFERS :: 1024
MAX_TEXTURES :: 512
MAX_PIPELINES :: 128
MAX_SHADERS :: 256
MAX_DESCRIPTORS :: 512
MAX_RENDER_PASSES :: 32
MAX_FRAMEBUFFERS :: 64
MAX_SAMPLERS :: 64
// Push constant buffer slot (reserved, must not conflict with user cbuffers)
// SM5.0 supports slots 0-13 (14 total). Slot 13 is the highest available.
PUSH_CONSTANT_SLOT :: 13
PUSH_CONSTANT_MAX_SIZE :: 256 // bytes, covers the 128-byte Vulkan guaranteed minimum
// --- Pool entry types ---
D3D11_Buffer_Entry :: struct {
buffer: ^d3d11.IBuffer,
srv: ^d3d11.IShaderResourceView,
uav: ^d3d11.IUnorderedAccessView,
mapped_ptr: rawptr,
size: u64,
usage: bk.Buffer_Usage_Flags,
is_dynamic: bool,
active: bool,
}
D3D11_Texture_Entry :: struct {
texture: ^d3d11.ITexture2D,
srv: ^d3d11.IShaderResourceView,
rtv: ^d3d11.IRenderTargetView,
dsv: ^d3d11.IDepthStencilView,
usage: bk.Image_Usage_Flags,
width: u32,
height: u32,
format: dxgi.FORMAT,
active: bool,
}
D3D11_Pipeline_Entry :: struct {
// Graphics pipeline state
vs: ^d3d11.IVertexShader,
ps: ^d3d11.IPixelShader,
cs: ^d3d11.IComputeShader,
input_layout: ^d3d11.IInputLayout,
rasterizer_state: ^d3d11.IRasterizerState,
blend_state: ^d3d11.IBlendState,
depth_stencil_state: ^d3d11.IDepthStencilState,
stencil_ref: u32,
topology: d3d11.PRIMITIVE_TOPOLOGY,
rasterizer_desc: d3d11.RASTERIZER_DESC,
// Pipeline layout info
vertex_stride: u32,
push_constant_size: u32,
push_constant_stages: bk.Shader_Stage_Flags,
no_draw: bool,
is_compute: bool,
active: bool,
}
D3D11_Shader_Entry :: struct {
vs_blob: ^d3d11.IBlob, // Keep VS blob for InputLayout creation (alias for d3d_common.ID3DBlob)
vs: ^d3d11.IVertexShader,
ps: ^d3d11.IPixelShader,
cs: ^d3d11.IComputeShader,
stage: bk.Shader_Stage,
active: bool,
}
// Descriptor binding record (D3D11 has no descriptor objects)
D3D11_Descriptor_Binding :: struct {
binding: u32,
type: bk.Descriptor_Type,
// Resource references (filled by update_descriptor_*)
buffer: bk.Buffer_Handle,
texture: bk.Texture_Handle,
sampler: bk.Sampler_Handle,
buf_size: u64,
}
D3D11_Descriptor_Entry :: struct {
kind: Descriptor_Kind,
// For set layout: binding metadata
layout_bindings: [16]bk.Descriptor_Set_Layout_Binding,
layout_count: u32,
// For set: actual resource bindings
bindings: [16]D3D11_Descriptor_Binding,
binding_count: u32,
active: bool,
}
Descriptor_Kind :: enum {
Set_Layout,
Pool,
Set,
}
D3D11_Render_Pass_Entry :: struct {
desc: bk.Render_Pass_Desc,
active: bool,
}
D3D11_Framebuffer_Entry :: struct {
rtv: ^d3d11.IRenderTargetView,
rtvs: [bk.MAX_COLOR_TARGETS]^d3d11.IRenderTargetView,
rtv_count: u32,
dsv: ^d3d11.IDepthStencilView,
color_tex: bk.Texture_Handle,
color_texs: [bk.MAX_COLOR_TARGETS]bk.Texture_Handle,
depth_tex: bk.Texture_Handle,
width: u32,
height: u32,
active: bool,
}
D3D11_Sampler_Entry :: struct {
state: ^d3d11.ISamplerState,
active: bool,
}
// --- Init ---
init_d3d11_backend :: proc(
surface: bk.Surface_Desc,
width, height: u32,
title: cstring,
) -> (
backend: bk.Backend,
ok: bool,
) {
state := new(D3D11_State)
if state == nil {
log.error("gpu/d3d11: failed to allocate D3D11 state")
return {}, false
}
g_d3d = state
if surface.kind != .Win32 || surface.win32.hwnd == nil {
log.error("gpu/d3d11: failed to get Win32 window handle")
free(state)
g_d3d = nil
return {}, false
}
hwnd := dxgi.HWND(surface.win32.hwnd)
// Create swap chain description
sc_desc := dxgi.SWAP_CHAIN_DESC1 {
Width = width,
Height = height,
Format = .R8G8B8A8_UNORM,
SampleDesc = {Count = 1, Quality = 0},
BufferUsage = {.RENDER_TARGET_OUTPUT},
BufferCount = 2,
SwapEffect = .FLIP_DISCARD,
Scaling = .STRETCH,
}
feature_levels := [?]d3d11.FEATURE_LEVEL{._11_1, ._11_0}
flags: d3d11.CREATE_DEVICE_FLAGS
when ODIN_DEBUG {
flags += {.DEBUG}
}
// Create device
base_device: ^d3d11.IDevice
base_ctx: ^d3d11.IDeviceContext
result := d3d11.CreateDevice(
nil, // default adapter
.HARDWARE,
nil, // no software rasterizer
flags,
&feature_levels[0],
u32(len(feature_levels)),
d3d11.SDK_VERSION,
&base_device,
&state.feature_level,
&base_ctx,
)
if result < 0 {
log.errorf("gpu/d3d11: D3D11CreateDevice failed: 0x%08X", u32(result))
free(state)
g_d3d = nil
return {}, false
}
state.device = base_device
state.ctx = base_ctx
// Get DXGI factory from device
dxgi_device: ^dxgi.IDevice
result = state.device->QueryInterface(dxgi.IDevice_UUID, cast(^rawptr)&dxgi_device)
if result < 0 {
log.error("gpu/d3d11: failed to get DXGI device")
shutdown_d3d11()
return {}, false
}
defer dxgi_device->Release()
dxgi_adapter: ^dxgi.IAdapter
result = dxgi_device->GetAdapter(&dxgi_adapter)
if result < 0 {
log.error("gpu/d3d11: failed to get DXGI adapter")
shutdown_d3d11()
return {}, false
}
defer dxgi_adapter->Release()
dxgi_factory: ^dxgi.IFactory2
result = dxgi_adapter->GetParent(dxgi.IFactory2_UUID, cast(^rawptr)&dxgi_factory)
if result < 0 {
log.error("gpu/d3d11: failed to get DXGI factory")
shutdown_d3d11()
return {}, false
}
defer dxgi_factory->Release()
// Create swap chain
result = dxgi_factory->CreateSwapChainForHwnd(
state.device,
hwnd,
&sc_desc,
nil, // no fullscreen desc
nil, // no restrict to output
&state.swap_chain,
)
if result < 0 {
log.errorf("gpu/d3d11: CreateSwapChainForHwnd failed: 0x%08X", u32(result))
shutdown_d3d11()
return {}, false
}
state.width = width
state.height = height
// Create backbuffer RTV
if !create_backbuffer_rtv(state) {
shutdown_d3d11()
return {}, false
}
// Find and create depth buffer
state.depth_format = .D32_FLOAT
if !create_depth_buffer(state, width, height) {
shutdown_d3d11()
return {}, false
}
// Create push constant buffer
pc_buf_desc := d3d11.BUFFER_DESC {
ByteWidth = PUSH_CONSTANT_MAX_SIZE,
Usage = .DYNAMIC,
BindFlags = {.CONSTANT_BUFFER},
CPUAccessFlags = {.WRITE},
}
result = state.device->CreateBuffer(&pc_buf_desc, nil, &state.push_constant_buf)
if result < 0 {
log.error("gpu/d3d11: failed to create push constant buffer")
shutdown_d3d11()
return {}, false
}
// Register default render pass in pool
rp_handle, rp_ok := alloc_render_pass_handle()
if !rp_ok {
log.error("gpu/d3d11: failed to allocate default render pass handle")
shutdown_d3d11()
return {}, false
}
state.render_passes[rp_handle].desc = bk.Render_Pass_Desc {
has_color = true,
has_depth = true,
color_format = .R8G8B8A8_UNORM,
depth_format = .D32_SFLOAT,
}
state.render_passes[rp_handle].active = true
state.default_render_pass = rp_handle
// Populate backend vtable
backend = bk.Backend {
capabilities = bk.implemented_base_capabilities(
bk.MAX_COLOR_TARGETS,
PUSH_CONSTANT_MAX_SIZE,
),
// Lifecycle
shutdown = shutdown_d3d11,
wait_idle = wait_idle_d3d11,
// Frame
begin_frame = begin_frame_d3d11,
end_frame = end_frame_d3d11,
on_resize = on_resize_d3d11,
get_extent = get_extent_d3d11,
current_frame_index = get_current_frame_d3d11,
// Render pass
begin_render_pass = begin_render_pass_d3d11,
begin_default_pass = begin_default_pass_d3d11,
end_render_pass = end_render_pass_d3d11,
set_viewport = set_viewport_d3d11,
set_scissor = set_scissor_d3d11,
set_depth_bias = set_depth_bias_d3d11,
// Pipeline
create_graphics_pipeline = create_graphics_pipeline_d3d11,
destroy_graphics_pipeline = destroy_graphics_pipeline_d3d11,
bind_graphics_pipeline = bind_graphics_pipeline_d3d11,
push_constants = push_constants_d3d11,
// Buffers
create_buffer = create_buffer_d3d11,
create_buffer_staged = create_buffer_staged_d3d11,
destroy_buffer = destroy_buffer_d3d11,
map_buffer = map_buffer_d3d11,
unmap_buffer = unmap_buffer_d3d11,
get_buffer_mapped = get_buffer_mapped_d3d11,
bind_vertex_buffer = bind_vertex_buffer_d3d11,
bind_vertex_buffer_slot = bind_vertex_buffer_slot_d3d11,
bind_index_buffer = bind_index_buffer_d3d11,
// Textures
create_texture = create_texture_d3d11,
destroy_texture = destroy_texture_d3d11,
read_texture_rgba8 = read_texture_rgba8_d3d11,
// Samplers
create_sampler = create_sampler_d3d11,
destroy_sampler = destroy_sampler_d3d11,
// Images
create_image = create_image_d3d11,
create_image_view = create_image_view_d3d11,
destroy_image = destroy_image_d3d11,
// Descriptors
create_descriptor_set_layout = create_descriptor_set_layout_d3d11,
destroy_descriptor_set_layout = destroy_descriptor_set_layout_d3d11,
create_descriptor_pool = create_descriptor_pool_d3d11,
destroy_descriptor_pool = destroy_descriptor_pool_d3d11,
allocate_descriptor_set = allocate_descriptor_set_d3d11,
bind_descriptor_set = bind_descriptor_set_d3d11,
update_descriptor_image = update_descriptor_image_d3d11,
update_descriptor_buffer = update_descriptor_buffer_d3d11,
// Render pass objects
create_render_pass = create_render_pass_d3d11,
destroy_render_pass = destroy_render_pass_d3d11,
create_framebuffer = create_framebuffer_d3d11,
destroy_framebuffer = destroy_framebuffer_d3d11,
// Shaders
create_shader_module = create_shader_module_d3d11,
destroy_shader = destroy_shader_d3d11,
// Draw
draw = draw_d3d11,
draw_indexed = draw_indexed_d3d11,
draw_indirect = draw_indirect_d3d11,
draw_indexed_indirect = draw_indexed_indirect_d3d11,
// Compute
create_compute_pipeline = create_compute_pipeline_d3d11,
destroy_compute_pipeline = destroy_compute_pipeline_d3d11,
bind_compute_pipeline = bind_compute_pipeline_d3d11,
dispatch_compute = dispatch_compute_d3d11,
compute_barrier = compute_barrier_d3d11,
// Sync
get_default_render_pass = get_default_render_pass_d3d11,
get_depth_format = get_depth_format_d3d11,
}
bk.backend_initialized = true
return backend, true
}
get_current_frame_d3d11 :: proc() -> u32 {
return g_d3d.current_frame
}
// --- Handle allocation helpers ---
@(private)
alloc_buffer_handle :: proc() -> (bk.Buffer_Handle, bool) {
for i in 1 ..< u64(MAX_BUFFERS) {
if !g_d3d.buffers[i].active {
return bk.Buffer_Handle(i), true
}
}
return bk.NULL_BUFFER, false
}
@(private)
alloc_texture_handle :: proc() -> (bk.Texture_Handle, bool) {
for i in 1 ..< u64(MAX_TEXTURES) {
if !g_d3d.textures[i].active {
return bk.Texture_Handle(i), true
}
}
return bk.NULL_TEXTURE, false
}
@(private)
alloc_pipeline_handle :: proc() -> (bk.Pipeline_Handle, bool) {
for i in 1 ..< u64(MAX_PIPELINES) {
if !g_d3d.pipelines[i].active {
return bk.Pipeline_Handle(i), true
}
}
return bk.NULL_PIPELINE, false
}
@(private)
alloc_shader_handle :: proc() -> (bk.Shader_Handle, bool) {
for i in 1 ..< u64(MAX_SHADERS) {
if !g_d3d.shaders[i].active {
return bk.Shader_Handle(i), true
}
}
return bk.NULL_SHADER, false
}
@(private)
alloc_descriptor_handle :: proc() -> (bk.Descriptor_Handle, bool) {
for i in 1 ..< u64(MAX_DESCRIPTORS) {
if !g_d3d.descriptors[i].active {
return bk.Descriptor_Handle(i), true
}
}
return bk.NULL_DESCRIPTOR, false
}
@(private)
alloc_render_pass_handle :: proc() -> (bk.Render_Pass_Handle, bool) {
for i in 1 ..< u64(MAX_RENDER_PASSES) {
if !g_d3d.render_passes[i].active {
return bk.Render_Pass_Handle(i), true
}
}
return bk.NULL_RENDER_PASS, false
}
@(private)
alloc_framebuffer_handle :: proc() -> (bk.Framebuffer_Handle, bool) {
for i in 1 ..< u64(MAX_FRAMEBUFFERS) {
if !g_d3d.framebuffers[i].active {
return bk.Framebuffer_Handle(i), true
}
}
return bk.NULL_FRAMEBUFFER, false
}
@(private)
alloc_sampler_handle :: proc() -> (bk.Sampler_Handle, bool) {
for i in 1 ..< u64(MAX_SAMPLERS) {
if !g_d3d.samplers[i].active {
return bk.Sampler_Handle(i), true
}
}
return bk.NULL_SAMPLER, false
}
// --- Internal helpers ---
@(private)
create_backbuffer_rtv :: proc(state: ^D3D11_State) -> bool {
backbuffer: ^d3d11.ITexture2D
result := state.swap_chain->GetBuffer(0, d3d11.ITexture2D_UUID, cast(^rawptr)&backbuffer)
if result < 0 {
log.error("gpu/d3d11: failed to get backbuffer")
return false
}
defer backbuffer->Release()
// Create RTV with SRGB format for correct gamma.
// The swapchain is R8G8B8A8_UNORM but we view it as SRGB so the GPU
// applies linear→sRGB conversion on write, matching Vulkan's B8G8R8A8_SRGB.
rtv_desc := d3d11.RENDER_TARGET_VIEW_DESC {
Format = .R8G8B8A8_UNORM_SRGB,
ViewDimension = .TEXTURE2D,
}
result = state.device->CreateRenderTargetView(backbuffer, &rtv_desc, &state.backbuffer_rtv)
if result < 0 {
log.error("gpu/d3d11: failed to create backbuffer RTV")
return false
}
return true
}
@(private)
create_depth_buffer :: proc(state: ^D3D11_State, width, height: u32) -> bool {
depth_desc := d3d11.TEXTURE2D_DESC {
Width = width,
Height = height,
MipLevels = 1,
ArraySize = 1,
Format = state.depth_format,
SampleDesc = {Count = 1, Quality = 0},
Usage = .DEFAULT,
BindFlags = {.DEPTH_STENCIL},
}
result := state.device->CreateTexture2D(&depth_desc, nil, &state.depth_tex)
if result < 0 {
log.error("gpu/d3d11: failed to create depth texture")
return false
}
result = state.device->CreateDepthStencilView(state.depth_tex, nil, &state.depth_dsv)
if result < 0 {
log.error("gpu/d3d11: failed to create depth stencil view")
state.depth_tex->Release()
state.depth_tex = nil
return false
}
return true
}
@(private)
release_backbuffer_and_depth :: proc(state: ^D3D11_State) {
if state.backbuffer_rtv != nil {
state.backbuffer_rtv->Release()
state.backbuffer_rtv = nil
}
if state.depth_dsv != nil {
state.depth_dsv->Release()
state.depth_dsv = nil
}
if state.depth_tex != nil {
state.depth_tex->Release()
state.depth_tex = nil
}
}