1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
package d3d11_backend
import "core:log"
import d3d11 "vendor:directx/d3d11"
import dxgi "vendor:directx/dxgi"
import bk ".."
// --- Lifecycle ---
shutdown_d3d11 :: proc() {
if g_d3d == nil {return}
// Flush pending commands
if g_d3d.ctx != nil {
g_d3d.ctx->Flush()
// Unbind all state to avoid release-order issues
g_d3d.ctx->OMSetRenderTargets(0, nil, nil)
g_d3d.ctx->IASetInputLayout(nil)
g_d3d.ctx->VSSetShader(nil, nil, 0)
g_d3d.ctx->PSSetShader(nil, nil, 0)
g_d3d.ctx->CSSetShader(nil, nil, 0)
}
// Destroy all active samplers
for &entry in g_d3d.samplers {
if entry.active && entry.state != nil {
entry.state->Release()
entry.active = false
}
}
// Destroy all active framebuffers
for &entry in g_d3d.framebuffers {
if entry.active {
// RTV and DSV are owned by texture entries, not duplicated here
entry.active = false
}
}
// Destroy render passes (metadata only, nothing to release)
for &entry in g_d3d.render_passes {
entry.active = false
}
// Destroy all active descriptors (metadata only)
for &entry in g_d3d.descriptors {
entry.active = false
}
// Destroy all active shaders
for &entry in g_d3d.shaders {
if entry.active {
if entry.vs != nil {entry.vs->Release()}
if entry.ps != nil {entry.ps->Release()}
if entry.cs != nil {entry.cs->Release()}
if entry.vs_blob != nil {entry.vs_blob->Release()}
entry.active = false
}
}
// Destroy all active pipelines
for &entry in g_d3d.pipelines {
if entry.active {
if entry.vs != nil {entry.vs->Release()}
if entry.ps != nil {entry.ps->Release()}
if entry.cs != nil {entry.cs->Release()}
if entry.input_layout != nil {entry.input_layout->Release()}
if entry.rasterizer_state != nil {entry.rasterizer_state->Release()}
if entry.blend_state != nil {entry.blend_state->Release()}
if entry.depth_stencil_state != nil {entry.depth_stencil_state->Release()}
entry.active = false
}
}
// Destroy all active textures
for &entry in g_d3d.textures {
if entry.active {
if entry.srv != nil {entry.srv->Release()}
if entry.rtv != nil {entry.rtv->Release()}
if entry.dsv != nil {entry.dsv->Release()}
if entry.texture != nil {entry.texture->Release()}
entry.active = false
}
}
// Destroy all active buffers
for &entry in g_d3d.buffers {
if entry.active {
if entry.buffer != nil {entry.buffer->Release()}
entry.active = false
}
}
// Destroy core objects
if g_d3d.current_rasterizer_state != nil {
g_d3d.current_rasterizer_state->Release()
}
if g_d3d.push_constant_buf != nil {
g_d3d.push_constant_buf->Release()
}
release_backbuffer_and_depth(g_d3d)
if g_d3d.swap_chain != nil {g_d3d.swap_chain->Release()}
if g_d3d.ctx != nil {g_d3d.ctx->Release()}
if g_d3d.device != nil {g_d3d.device->Release()}
free(g_d3d)
g_d3d = nil
bk.backend_initialized = false
}
wait_idle_d3d11 :: proc() {
if g_d3d != nil && g_d3d.ctx != nil {
g_d3d.ctx->Flush()
}
}
// --- Frame lifecycle ---
begin_frame_d3d11 :: proc(clear_color: [4]f32) -> (bk.Frame_Context, bool) {
if g_d3d == nil {return {}, false}
g_d3d.frame_active = true
g_d3d.clear_color = clear_color
return bk.Frame_Context{frame_index = g_d3d.current_frame}, true
}
end_frame_d3d11 :: proc(ctx: bk.Frame_Context) -> bool {
if g_d3d == nil || !g_d3d.frame_active {return false}
// Present with vsync (SyncInterval = 1)
result := g_d3d.swap_chain->Present(1, {})
g_d3d.frame_active = false
g_d3d.render_pass_active = false
g_d3d.current_frame = (g_d3d.current_frame + 1) % bk.MAX_FRAMES_IN_FLIGHT
if result == dxgi.STATUS_OCCLUDED {
return false
}
if result < 0 {
log.errorf("gpu/d3d11: Present failed: 0x%08X", u32(result))
// Could be a device lost situation -- handle resize
return true
}
return false
}
on_resize_d3d11 :: proc(width, height: u32) {
if g_d3d == nil {return}
if width == 0 || height == 0 {return}
// Flush pending work
g_d3d.ctx->Flush()
// Unbind render targets before resizing
g_d3d.ctx->OMSetRenderTargets(0, nil, nil)
// Release old backbuffer and depth
release_backbuffer_and_depth(g_d3d)
// Resize swap chain buffers (0 = keep existing buffer count)
result := g_d3d.swap_chain->ResizeBuffers(0, width, height, .UNKNOWN, {})
if result < 0 {
log.errorf("gpu/d3d11: ResizeBuffers failed: 0x%08X", u32(result))
return
}
g_d3d.width = width
g_d3d.height = height
// Recreate backbuffer RTV
create_backbuffer_rtv(g_d3d)
// Recreate depth buffer
create_depth_buffer(g_d3d, width, height)
}
get_extent_d3d11 :: proc() -> bk.Extent {
if g_d3d == nil {return {}}
return bk.Extent{width = g_d3d.width, height = g_d3d.height}
}
// --- Render pass commands ---
begin_render_pass_d3d11 :: proc(ctx: bk.Frame_Context, desc: bk.Render_Pass_Begin_Desc) {
if g_d3d == nil {return}
fb_entry, fb_ok := framebuffer_entry(desc.framebuffer)
if !fb_ok {return}
// Set render targets
if fb_entry.rtv_count > 0 {
g_d3d.ctx->OMSetRenderTargets(fb_entry.rtv_count, &fb_entry.rtvs[0], fb_entry.dsv)
for i in 0..<fb_entry.rtv_count {
cc := desc.clear_colors[i] if desc.color_count > 0 else desc.clear_color
g_d3d.ctx->ClearRenderTargetView(fb_entry.rtvs[i], &cc)
}
} else {
g_d3d.ctx->OMSetRenderTargets(0, nil, fb_entry.dsv)
}
if fb_entry.dsv != nil {
clear_flags := d3d11.CLEAR_FLAGS{.DEPTH}
if pass, pass_ok := render_pass_entry(desc.pass); pass_ok && pass.desc.has_stencil {
clear_flags += {.STENCIL}
}
g_d3d.ctx->ClearDepthStencilView(fb_entry.dsv, clear_flags, desc.clear_depth, u8(desc.clear_stencil))
}
// Set viewport
viewport := d3d11.VIEWPORT {
TopLeftX = 0,
TopLeftY = 0,
Width = f32(desc.width),
Height = f32(desc.height),
MinDepth = 0,
MaxDepth = 1,
}
g_d3d.ctx->RSSetViewports(1, &viewport)
g_d3d.render_pass_active = true
}
begin_default_pass_d3d11 :: proc(ctx: bk.Frame_Context, clear_color: [4]f32) {
if g_d3d == nil {return}
// Bind backbuffer + depth
g_d3d.ctx->OMSetRenderTargets(1, &g_d3d.backbuffer_rtv, g_d3d.depth_dsv)
// Clear
cc := clear_color
g_d3d.ctx->ClearRenderTargetView(g_d3d.backbuffer_rtv, &cc)
if g_d3d.depth_dsv != nil {
g_d3d.ctx->ClearDepthStencilView(g_d3d.depth_dsv, {.DEPTH}, 1.0, 0)
}
// Set default viewport
viewport := d3d11.VIEWPORT {
TopLeftX = 0,
TopLeftY = 0,
Width = f32(g_d3d.width),
Height = f32(g_d3d.height),
MinDepth = 0,
MaxDepth = 1,
}
g_d3d.ctx->RSSetViewports(1, &viewport)
// Set default scissor (full screen)
scissor := d3d11.RECT {
left = 0,
top = 0,
right = i32(g_d3d.width),
bottom = i32(g_d3d.height),
}
g_d3d.ctx->RSSetScissorRects(1, &scissor)
g_d3d.render_pass_active = true
}
end_render_pass_d3d11 :: proc(ctx: bk.Frame_Context) {
if g_d3d == nil {return}
g_d3d.render_pass_active = false
// D3D11 has no explicit render pass end -- nothing to do
}
set_viewport_d3d11 :: proc(ctx: bk.Frame_Context, x, y, w, h: f32) {
if g_d3d == nil {return}
viewport := d3d11.VIEWPORT {
TopLeftX = x,
TopLeftY = y,
Width = w,
Height = h,
MinDepth = 0,
MaxDepth = 1,
}
g_d3d.ctx->RSSetViewports(1, &viewport)
}
set_scissor_d3d11 :: proc(ctx: bk.Frame_Context, x, y: i32, w, h: u32) {
if g_d3d == nil {return}
scissor := d3d11.RECT {
left = x,
top = y,
right = x + i32(w),
bottom = y + i32(h),
}
g_d3d.ctx->RSSetScissorRects(1, &scissor)
}
set_depth_bias_d3d11 :: proc(ctx: bk.Frame_Context, constant, slope: f32) {
if g_d3d == nil {return}
// D3D11 requires recreating the rasterizer state to change depth bias
desc := g_d3d.current_rasterizer_desc
desc.DepthBias = i32(constant)
desc.SlopeScaledDepthBias = slope
desc.DepthBiasClamp = 0
rs: ^d3d11.IRasterizerState
result := g_d3d.device->CreateRasterizerState(&desc, &rs)
if result < 0 {return}
if g_d3d.current_rasterizer_state != nil {
g_d3d.current_rasterizer_state->Release()
}
g_d3d.current_rasterizer_state = rs
g_d3d.current_rasterizer_desc = desc
g_d3d.ctx->RSSetState(rs)
}
// --- Sync queries ---
get_default_render_pass_d3d11 :: proc() -> bk.Render_Pass_Handle {
if g_d3d == nil {return bk.NULL_RENDER_PASS}
return g_d3d.default_render_pass
}
get_depth_format_d3d11 :: proc() -> bk.Format {
if g_d3d == nil {return .Undefined}
return from_dxgi_format(g_d3d.depth_format)
}