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package d3d12_backend
import "core:log"
import win32 "core:sys/windows"
import d3d12 "vendor:directx/d3d12"
import dxgi "vendor:directx/dxgi"
import bk ".."
// --- Lifecycle ---
shutdown_d3d12 :: proc() {
if g_d3d == nil {return}
wait_gpu_idle()
drain_deferred_releases_now_d3d12()
// Destroy all active samplers
for &entry in g_d3d.samplers {
if entry.active {
entry.active = false
}
}
// Destroy framebuffers (metadata only)
for &entry in g_d3d.framebuffers {
entry.active = false
}
// Destroy render passes (metadata only)
for &entry in g_d3d.render_passes {
entry.active = false
}
// Destroy descriptors (metadata only)
for &entry in g_d3d.descriptors {
entry.active = false
}
// Destroy shaders
for i in 0 ..< MAX_SHADERS {
if g_d3d.shaders[i].active do destroy_shader_d3d12(bk.Shader_Handle(i))
}
// Destroy pipelines
for i in 0 ..< MAX_PIPELINES {
if g_d3d.pipelines[i].active do destroy_graphics_pipeline_d3d12(bk.Pipeline_Handle(i))
}
// Destroy textures
for i in 0 ..< MAX_TEXTURES {
if g_d3d.textures[i].active do destroy_texture_d3d12(bk.Texture_Handle(i))
}
// Destroy buffers
for i in 0 ..< MAX_BUFFERS {
if g_d3d.buffers[i].active do destroy_buffer_d3d12(bk.Buffer_Handle(i))
}
drain_deferred_releases_now_d3d12()
// Destroy core objects
if g_d3d.draw_indirect_signature != nil {g_d3d.draw_indirect_signature->Release()}
if g_d3d.draw_indexed_indirect_signature != nil {g_d3d.draw_indexed_indirect_signature->Release()}
if g_d3d.graphics_root_sig != nil {g_d3d.graphics_root_sig->Release()}
if g_d3d.compute_root_sig != nil {g_d3d.compute_root_sig->Release()}
when ODIN_OS == .Windows {
if g_d3d.fence_event != nil {
win32.CloseHandle(g_d3d.fence_event)
}
}
if g_d3d.fence != nil {g_d3d.fence->Release()}
if g_d3d.command_list != nil {g_d3d.command_list->Release()}
for i in 0 ..< bk.MAX_FRAMES_IN_FLIGHT {
if g_d3d.frame_resources[i].command_allocator != nil {
g_d3d.frame_resources[i].command_allocator->Release()
}
}
release_backbuffers_and_depth(g_d3d)
if g_d3d.gpu_sampler_heap != nil {g_d3d.gpu_sampler_heap->Release()}
if g_d3d.gpu_cbv_srv_uav_heap != nil {g_d3d.gpu_cbv_srv_uav_heap->Release()}
if g_d3d.staging_sampler_heap != nil {g_d3d.staging_sampler_heap->Release()}
if g_d3d.staging_cbv_srv_uav_heap != nil {g_d3d.staging_cbv_srv_uav_heap->Release()}
if g_d3d.dsv_heap != nil {g_d3d.dsv_heap->Release()}
if g_d3d.rtv_heap != nil {g_d3d.rtv_heap->Release()}
if g_d3d.swap_chain != nil {g_d3d.swap_chain->Release()}
if g_d3d.command_queue != nil {g_d3d.command_queue->Release()}
if g_d3d.device != nil {g_d3d.device->Release()}
delete(g_d3d.deferred_releases)
free(g_d3d)
g_d3d = nil
bk.backend_initialized = false
}
wait_idle_d3d12 :: proc() {
wait_gpu_idle()
drain_deferred_releases_now_d3d12()
}
// --- Frame lifecycle ---
begin_frame_d3d12 :: proc(clear_color: [4]f32) -> (bk.Frame_Context, bool) {
if g_d3d == nil {return {}, false}
frame_idx := g_d3d.current_frame
fr := &g_d3d.frame_resources[frame_idx]
// Wait for this frame slot's previous work to complete
if g_d3d.fence->GetCompletedValue() < fr.fence_value {
g_d3d.fence->SetEventOnCompletion(fr.fence_value, g_d3d.fence_event)
when ODIN_OS == .Windows {
win32.WaitForSingleObject(g_d3d.fence_event, win32.INFINITE)
}
}
drain_deferred_releases_now_d3d12()
// Reset allocator and command list
fr.command_allocator->Reset()
g_d3d.command_list->Reset(fr.command_allocator, nil)
// Get current back buffer index from swap chain
g_d3d.back_buffer_idx = g_d3d.swap_chain->GetCurrentBackBufferIndex()
// Reset per-frame GPU descriptor allocators
base_csv := frame_idx * GPU_CBV_SRV_UAV_PER_FRAME
g_d3d.gpu_cbv_srv_uav_alloc[frame_idx].offset = base_csv
base_sampler := frame_idx * GPU_SAMPLER_PER_FRAME
g_d3d.gpu_sampler_alloc[frame_idx].offset = base_sampler
// Set descriptor heaps
heaps := [2]^d3d12.IDescriptorHeap{g_d3d.gpu_cbv_srv_uav_heap, g_d3d.gpu_sampler_heap}
g_d3d.command_list->SetDescriptorHeaps(2, &heaps[0])
// Set root signature
g_d3d.command_list->SetGraphicsRootSignature(g_d3d.graphics_root_sig)
g_d3d.frame_active = true
g_d3d.clear_color = clear_color
return bk.Frame_Context{frame_index = frame_idx}, true
}
end_frame_d3d12 :: proc(ctx: bk.Frame_Context) -> bool {
if g_d3d == nil || !g_d3d.frame_active {return false}
// Transition backbuffer to PRESENT
bb := g_d3d.backbuffers[g_d3d.back_buffer_idx]
transition_backbuffer_to_present_d3d12(bb)
// Close command list
result := g_d3d.command_list->Close()
if result < 0 {
log.errorf("gpu/d3d12: command list Close failed: 0x%08X", u32(result))
}
// Execute
cmd_list := cast(^d3d12.ICommandList)g_d3d.command_list
g_d3d.command_queue->ExecuteCommandLists(1, &cmd_list)
// Present with vsync
present_result := g_d3d.swap_chain->Present(1, {})
// Signal fence for this frame
fr := &g_d3d.frame_resources[g_d3d.current_frame]
fr.fence_value = g_d3d.fence_value
g_d3d.command_queue->Signal(g_d3d.fence, g_d3d.fence_value)
g_d3d.fence_value += 1
drain_deferred_releases_now_d3d12()
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 present_result == dxgi.STATUS_OCCLUDED {
return false
}
if present_result < 0 {
log.errorf("gpu/d3d12: Present failed: 0x%08X", u32(present_result))
return true
}
return false
}
on_resize_d3d12 :: proc(width, height: u32) {
if g_d3d == nil {return}
if width == 0 || height == 0 {return}
wait_gpu_idle()
release_backbuffers_and_depth(g_d3d)
result := g_d3d.swap_chain->ResizeBuffers(0, width, height, .UNKNOWN, {})
if result < 0 {
log.errorf("gpu/d3d12: ResizeBuffers failed: 0x%08X", u32(result))
return
}
g_d3d.width = width
g_d3d.height = height
create_backbuffer_rtvs(g_d3d)
create_depth_buffer(g_d3d, width, height)
}
get_extent_d3d12 :: 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_d3d12 :: 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}
pass_entry, pass_ok := render_pass_entry(desc.pass)
is_depth_only := pass_ok && pass_entry.desc.depth_only
rtv_handles: [bk.MAX_COLOR_TARGETS]d3d12.CPU_DESCRIPTOR_HANDLE
rtv_count: u32
for i in 0..<fb_entry.color_count {
color_tex := fb_entry.color_texs[i]
if color_tex == bk.NULL_TEXTURE {
continue
}
if tex_entry, tex_ok := texture_entry(color_tex); tex_ok && tex_entry.has_rtv {
transition_texture_to_render_target_d3d12(tex_entry)
rtv_handles[rtv_count] = get_rtv_cpu_handle(tex_entry.rtv_index)
rtv_count += 1
}
}
// Set DSV
dsv_handle: d3d12.CPU_DESCRIPTOR_HANDLE
has_dsv := false
if fb_entry.depth_tex != bk.NULL_TEXTURE {
if tex_entry, tex_ok := texture_entry(fb_entry.depth_tex); tex_ok && tex_entry.has_dsv {
transition_texture_to_depth_write_d3d12(tex_entry)
dsv_handle = get_dsv_cpu_handle(tex_entry.dsv_index)
has_dsv = true
}
}
if is_depth_only || rtv_count == 0 {
g_d3d.command_list->OMSetRenderTargets(0, nil, false, &dsv_handle if has_dsv else nil)
} else {
g_d3d.command_list->OMSetRenderTargets(
rtv_count,
&rtv_handles[0],
false,
&dsv_handle if has_dsv else nil,
)
for i in 0..<rtv_count {
cc := desc.clear_colors[i] if desc.color_count > 0 else desc.clear_color
g_d3d.command_list->ClearRenderTargetView(rtv_handles[i], &cc, 0, nil)
}
}
if has_dsv {
clear_flags := d3d12.CLEAR_FLAGS{.DEPTH}
if pass, pass_ok := render_pass_entry(desc.pass); pass_ok && pass.desc.has_stencil {
clear_flags += {.STENCIL}
}
g_d3d.command_list->ClearDepthStencilView(
dsv_handle,
clear_flags,
desc.clear_depth,
u8(desc.clear_stencil),
0,
nil,
)
}
// Set viewport
viewport := d3d12.VIEWPORT {
Width = f32(desc.width),
Height = f32(desc.height),
MaxDepth = 1,
}
g_d3d.command_list->RSSetViewports(1, &viewport)
scissor := d3d12.RECT {
right = i32(desc.width),
bottom = i32(desc.height),
}
g_d3d.command_list->RSSetScissorRects(1, &scissor)
g_d3d.render_pass_active = true
}
begin_default_pass_d3d12 :: proc(ctx: bk.Frame_Context, clear_color: [4]f32) {
if g_d3d == nil {return}
// Transition backbuffer to RENDER_TARGET
bb := g_d3d.backbuffers[g_d3d.back_buffer_idx]
transition_backbuffer_to_render_target_d3d12(bb)
// Get RTV for current backbuffer
rtv_handle := get_rtv_cpu_handle(g_d3d.back_buffer_idx)
// Get DSV
dsv_handle := get_dsv_cpu_handle(0) // Default depth buffer is at index 0
g_d3d.command_list->OMSetRenderTargets(1, &rtv_handle, false, &dsv_handle)
// Clear
cc := clear_color
g_d3d.command_list->ClearRenderTargetView(rtv_handle, &cc, 0, nil)
g_d3d.command_list->ClearDepthStencilView(dsv_handle, {.DEPTH}, 1.0, 0, 0, nil)
// Set default viewport
viewport := d3d12.VIEWPORT {
Width = f32(g_d3d.width),
Height = f32(g_d3d.height),
MaxDepth = 1,
}
g_d3d.command_list->RSSetViewports(1, &viewport)
scissor := d3d12.RECT {
right = i32(g_d3d.width),
bottom = i32(g_d3d.height),
}
g_d3d.command_list->RSSetScissorRects(1, &scissor)
g_d3d.render_pass_active = true
}
end_render_pass_d3d12 :: proc(ctx: bk.Frame_Context) {
if g_d3d == nil {return}
g_d3d.render_pass_active = false
}
set_viewport_d3d12 :: proc(ctx: bk.Frame_Context, x, y, w, h: f32) {
if g_d3d == nil {return}
viewport := d3d12.VIEWPORT {
TopLeftX = x,
TopLeftY = y,
Width = w,
Height = h,
MaxDepth = 1,
}
g_d3d.command_list->RSSetViewports(1, &viewport)
}
set_scissor_d3d12 :: proc(ctx: bk.Frame_Context, x, y: i32, w, h: u32) {
if g_d3d == nil {return}
scissor := d3d12.RECT {
left = x,
top = y,
right = x + i32(w),
bottom = y + i32(h),
}
g_d3d.command_list->RSSetScissorRects(1, &scissor)
}
set_depth_bias_d3d12 :: proc(ctx: bk.Frame_Context, constant, slope: f32) {
if g_d3d == nil {return}
g_d3d.pending_depth_bias_constant = i32(constant)
g_d3d.pending_depth_bias_slope = slope
if entry, ok := pipeline_entry(g_d3d.current_pipeline); ok {
if pso, pso_ok := depth_bias_pso_d3d12(
entry,
g_d3d.pending_depth_bias_constant,
g_d3d.pending_depth_bias_slope,
); pso_ok {
g_d3d.command_list->SetPipelineState(pso)
}
}
}
// --- Sync queries ---
get_default_render_pass_d3d12 :: proc() -> bk.Render_Pass_Handle {
if g_d3d == nil {return bk.NULL_RENDER_PASS}
return g_d3d.default_render_pass
}
get_depth_format_d3d12 :: proc() -> bk.Format {
if g_d3d == nil {return .Undefined}
return from_dxgi_format(g_d3d.depth_format)
}