win32 gui: replace D2D renderer with D3d11 shader
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parent
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commit
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13 changed files with 1945 additions and 425 deletions
801
src/win32/d3d11.zig
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801
src/win32/d3d11.zig
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const builtin = @import("builtin");
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const std = @import("std");
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const win32 = @import("win32").everything;
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const win32ext = @import("win32ext.zig");
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const vaxis = @import("vaxis");
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const dwrite = @import("dwrite.zig");
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const GlyphIndexCache = @import("GlyphIndexCache.zig");
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const TextRenderer = @import("DwriteRenderer.zig");
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const RGB = @import("color").RGB;
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const xterm = @import("xterm.zig");
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const XY = @import("xy.zig").XY;
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pub const Font = dwrite.Font;
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const log = std.log.scoped(.d3d);
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// the redirection bitmap is unnecessary for a d3d window and causes
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// bad artifacts when the window is resized
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pub const NOREDIRECTIONBITMAP = 1;
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const global = struct {
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var init_called: bool = false;
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var d3d: D3d = undefined;
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var shaders: Shaders = undefined;
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var const_buf: *win32.ID3D11Buffer = undefined;
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var d2d_factory: *win32.ID2D1Factory = undefined;
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var glyph_cache_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
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var text_renderer: TextRenderer = undefined;
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var background: Rgba8 = .{ .r = 19, .g = 19, .b = 19, .a = 255 };
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};
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pub const Color = Rgba8;
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const Rgba8 = packed struct(u32) {
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a: u8,
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b: u8,
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g: u8,
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r: u8,
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pub fn initRgb(r: u8, g: u8, b: u8) Color {
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return .{ .r = r, .g = g, .b = b, .a = 255 };
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}
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};
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// types shared with the shader
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const shader = struct {
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const GridConfig = extern struct {
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cell_size: [2]u32,
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col_count: u32,
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row_count: u32,
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};
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const Cell = extern struct {
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glyph_index: u32,
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background: Rgba8,
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foreground: Rgba8,
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};
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};
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const swap_chain_flags: u32 = @intFromEnum(win32.DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
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pub fn init() void {
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std.debug.assert(!global.init_called);
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global.init_called = true;
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dwrite.init();
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const debug_d3d = switch (builtin.mode) {
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.Debug => true,
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else => false,
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};
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global.d3d = D3d.init(.{ .debug = debug_d3d });
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if (debug_d3d) {
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const info = win32ext.queryInterface(global.d3d.device, win32.ID3D11InfoQueue);
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defer _ = info.IUnknown.Release();
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{
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const hr = info.SetBreakOnSeverity(.CORRUPTION, 1);
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if (hr < 0) fatalHr("SetBreakOnCorruption", hr);
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}
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{
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const hr = info.SetBreakOnSeverity(.ERROR, 1);
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if (hr < 0) fatalHr("SetBreakOnError", hr);
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}
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{
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const hr = info.SetBreakOnSeverity(.WARNING, 1);
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if (hr < 0) fatalHr("SetBreakOnWarning", hr);
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}
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}
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global.shaders = Shaders.init();
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{
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const desc: win32.D3D11_BUFFER_DESC = .{
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// d3d requires constants be sized in multiples of 16
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.ByteWidth = std.mem.alignForward(u32, @sizeOf(shader.GridConfig), 16),
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.Usage = .DYNAMIC,
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.BindFlags = .{ .CONSTANT_BUFFER = 1 },
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.CPUAccessFlags = .{ .WRITE = 1 },
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.MiscFlags = .{},
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.StructureByteStride = 0,
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};
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const hr = global.d3d.device.CreateBuffer(&desc, null, &global.const_buf);
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if (hr < 0) fatalHr("CreateBuffer for grid config", hr);
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}
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{
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const hr = win32.D2D1CreateFactory(
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.SINGLE_THREADED,
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win32.IID_ID2D1Factory,
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null,
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@ptrCast(&global.d2d_factory),
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);
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if (hr < 0) fatalHr("D2D1CreateFactory", hr);
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}
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}
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pub fn setBackground(state: *const WindowState, rgb: RGB) void {
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global.background = .{ .r = rgb.r, .g = rgb.b, .b = rgb.b, .a = 255 };
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const color: win32.DXGI_RGBA = .{
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.r = @as(f32, @floatFromInt(rgb.r)) / 255,
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.g = @as(f32, @floatFromInt(rgb.g)) / 255,
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.b = @as(f32, @floatFromInt(rgb.b)) / 255,
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.a = 1.0,
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};
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const hr = state.swap_chain.IDXGISwapChain1.SetBackgroundColor(&color);
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if (hr < 0) fatalHr("SetBackgroundColor", hr);
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}
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pub const WindowState = struct {
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swap_chain: *win32.IDXGISwapChain2,
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maybe_target_view: ?*win32.ID3D11RenderTargetView = null,
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shader_cells: ShaderCells = .{},
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glyph_texture: GlyphTexture = .{},
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glyph_cache_cell_size: ?XY(u16) = null,
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glyph_index_cache: ?GlyphIndexCache = null,
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pub fn init(hwnd: win32.HWND) WindowState {
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std.debug.assert(global.init_called);
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const swap_chain = initSwapChain(global.d3d.device, hwnd);
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return .{ .swap_chain = swap_chain };
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}
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};
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pub fn paint(
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hwnd: win32.HWND,
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state: *WindowState,
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font: Font,
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screen: *const vaxis.Screen,
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) void {
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var ps: win32.PAINTSTRUCT = undefined;
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_ = win32.BeginPaint(hwnd, &ps) orelse fatalWin32("BeginPaint", win32.GetLastError());
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defer if (0 == win32.EndPaint(hwnd, &ps)) fatalWin32("EndPaint", win32.GetLastError());
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const client_size = getClientSize(u32, hwnd);
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{
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const swap_chain_size = getSwapChainSize(state.swap_chain);
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if (swap_chain_size.x != client_size.x or swap_chain_size.y != client_size.y) {
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log.debug(
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"SwapChain Buffer Resize from {}x{} to {}x{}",
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.{ swap_chain_size.x, swap_chain_size.y, client_size.x, client_size.y },
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);
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global.d3d.context.ClearState();
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if (state.maybe_target_view) |target_view| {
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_ = target_view.IUnknown.Release();
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state.maybe_target_view = null;
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}
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global.d3d.context.Flush();
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if (swap_chain_size.x == 0) @panic("possible? no need to resize?");
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if (swap_chain_size.y == 0) @panic("possible? no need to resize?");
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{
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const hr = state.swap_chain.IDXGISwapChain.ResizeBuffers(
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0,
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@intCast(client_size.x),
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@intCast(client_size.y),
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.UNKNOWN,
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swap_chain_flags,
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);
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if (hr < 0) fatalHr("ResizeBuffers", hr);
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}
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}
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}
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// for now we'll just use 1 texture and leverage the entire thing
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const texture_cell_count: XY(u16) = getD3d11TextureMaxCellCount(font.cell_size);
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const texture_cell_count_total: u32 =
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@as(u32, texture_cell_count.x) * @as(u32, texture_cell_count.y);
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const texture_pixel_size: XY(u16) = .{
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.x = texture_cell_count.x * font.cell_size.x,
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.y = texture_cell_count.y * font.cell_size.y,
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};
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const texture_retained = switch (state.glyph_texture.updateSize(texture_pixel_size)) {
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.retained => true,
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.newly_created => false,
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};
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const cache_cell_size_valid = if (state.glyph_cache_cell_size) |size| size.eql(font.cell_size) else false;
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state.glyph_cache_cell_size = font.cell_size;
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if (!texture_retained or !cache_cell_size_valid) {
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if (state.glyph_index_cache) |*c| {
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c.deinit(global.glyph_cache_arena.allocator());
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_ = global.glyph_cache_arena.reset(.retain_capacity);
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state.glyph_index_cache = null;
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}
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}
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const glyph_index_cache = blk: {
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if (state.glyph_index_cache) |*c| break :blk c;
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state.glyph_index_cache = GlyphIndexCache.init(
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global.glyph_cache_arena.allocator(),
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texture_cell_count_total,
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) catch |e| oom(e);
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break :blk &(state.glyph_index_cache.?);
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};
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const shader_col_count: u16 = @intCast(@divTrunc(client_size.x + font.cell_size.x - 1, font.cell_size.x));
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const shader_row_count: u16 = @intCast(@divTrunc(client_size.y + font.cell_size.y - 1, font.cell_size.y));
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{
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var mapped: win32.D3D11_MAPPED_SUBRESOURCE = undefined;
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const hr = global.d3d.context.Map(
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&global.const_buf.ID3D11Resource,
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0,
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.WRITE_DISCARD,
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0,
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&mapped,
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);
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if (hr < 0) fatalHr("MapConstBuffer", hr);
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defer global.d3d.context.Unmap(&global.const_buf.ID3D11Resource, 0);
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const config: *shader.GridConfig = @ptrCast(@alignCast(mapped.pData));
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config.cell_size[0] = font.cell_size.x;
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config.cell_size[1] = font.cell_size.y;
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config.col_count = shader_col_count;
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config.row_count = shader_row_count;
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}
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const space_glyph = generateGlyph(
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font,
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glyph_index_cache,
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texture_cell_count.x,
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" ",
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state.glyph_texture.obj,
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);
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const populate_col_count: u16 = @min(screen.width, shader_col_count);
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const populate_row_count: u16 = @min(screen.height, shader_row_count);
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// we loop through and cache all the glyphs before mapping the cell buffer and potentially
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// blocking the gpu while we're doing expensive text rendering
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for (0..populate_row_count) |row| {
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const row_offset = row * screen.width;
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for (0..populate_col_count) |col| {
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const screen_cell = &screen.buf[row_offset + col];
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_ = generateGlyph(
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font,
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glyph_index_cache,
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texture_cell_count.x,
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screen_cell.char.grapheme,
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state.glyph_texture.obj,
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);
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}
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}
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const cell_count: u32 = @as(u32, shader_col_count) * @as(u32, shader_row_count);
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state.shader_cells.updateCount(cell_count);
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if (state.shader_cells.count > 0) {
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var mapped: win32.D3D11_MAPPED_SUBRESOURCE = undefined;
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const hr = global.d3d.context.Map(
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&state.shader_cells.cell_buf.ID3D11Resource,
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0,
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.WRITE_DISCARD,
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0,
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&mapped,
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);
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if (hr < 0) fatalHr("MapCellBuffer", hr);
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defer global.d3d.context.Unmap(&state.shader_cells.cell_buf.ID3D11Resource, 0);
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const cells_shader: [*]shader.Cell = @ptrCast(@alignCast(mapped.pData));
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for (0..shader_row_count) |row| {
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const src_row_offset = row * screen.width;
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const dst_row_offset = row * @as(usize, shader_col_count);
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const src_col_count = if (row < screen.height) populate_col_count else 0;
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for (0..src_col_count) |col| {
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const screen_cell = &screen.buf[src_row_offset + col];
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const codepoint = std.unicode.wtf8Decode(screen_cell.char.grapheme) catch std.unicode.replacement_character;
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const glyph_index = blk: {
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switch (glyph_index_cache.reserve(global.glyph_cache_arena.allocator(), codepoint) catch |e| oom(e)) {
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.newly_reserved => |reserved| {
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// should never happen unless there' more characters than the cache can hold
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// var render_success = false;
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// defer if (!render_success) state.glyph_index_cache.remove(reserved.index);
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const pos: XY(u16) = cellPosFromIndex(reserved.index, texture_cell_count.x);
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const coord = coordFromCellPos(font.cell_size, pos);
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global.text_renderer.render(
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global.d3d.device,
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global.d3d.context,
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global.d2d_factory,
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font,
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state.glyph_texture.obj,
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codepoint,
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coord,
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);
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break :blk reserved.index;
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},
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.already_reserved => |i| break :blk i,
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}
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};
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cells_shader[dst_row_offset + col] = .{
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.glyph_index = glyph_index,
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.background = shaderColorFromVaxis(screen_cell.style.bg),
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.foreground = shaderColorFromVaxis(screen_cell.style.fg),
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};
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}
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for (src_col_count..shader_col_count) |col| {
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cells_shader[dst_row_offset + col] = .{
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.glyph_index = space_glyph,
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.background = global.background,
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.foreground = global.background,
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};
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}
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}
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}
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if (state.maybe_target_view == null) {
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state.maybe_target_view = createRenderTargetView(
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global.d3d.device,
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&state.swap_chain.IDXGISwapChain,
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client_size,
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);
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}
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{
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var target_views = [_]?*win32.ID3D11RenderTargetView{state.maybe_target_view.?};
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global.d3d.context.OMSetRenderTargets(target_views.len, &target_views, null);
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}
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global.d3d.context.PSSetConstantBuffers(0, 1, @constCast(@ptrCast(&global.const_buf)));
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var resources = [_]?*win32.ID3D11ShaderResourceView{
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if (state.shader_cells.count > 0) state.shader_cells.cell_view else null,
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state.glyph_texture.view,
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};
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global.d3d.context.PSSetShaderResources(0, resources.len, &resources);
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global.d3d.context.VSSetShader(global.shaders.vertex, null, 0);
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global.d3d.context.PSSetShader(global.shaders.pixel, null, 0);
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global.d3d.context.Draw(4, 0);
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// NOTE: don't enable vsync, it causes the gpu to lag behind horribly
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// if we flood it with resize events
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{
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const hr = state.swap_chain.IDXGISwapChain.Present(0, 0);
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if (hr < 0) fatalHr("SwapChainPresent", hr);
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}
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}
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fn generateGlyph(
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font: Font,
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glyph_index_cache: *GlyphIndexCache,
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texture_column_count: u16,
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grapheme_utf8: []const u8,
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texture: *win32.ID3D11Texture2D,
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) u32 {
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const codepoint = std.unicode.wtf8Decode(grapheme_utf8) catch std.unicode.replacement_character;
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switch (glyph_index_cache.reserve(
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global.glyph_cache_arena.allocator(),
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codepoint,
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) catch |e| oom(e)) {
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.newly_reserved => |reserved| {
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// var render_success = false;
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// defer if (!render_success) state.glyph_index_cache.remove(reserved.index);
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const pos: XY(u16) = cellPosFromIndex(reserved.index, texture_column_count);
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const coord = coordFromCellPos(font.cell_size, pos);
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global.text_renderer.render(
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global.d3d.device,
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global.d3d.context,
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global.d2d_factory,
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font,
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texture,
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codepoint,
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coord,
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);
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return reserved.index;
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},
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.already_reserved => |index| return index,
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}
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}
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fn shaderColorFromVaxis(color: vaxis.Color) Rgba8 {
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return switch (color) {
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.default => .{ .r = 0, .g = 0, .b = 0, .a = 255 },
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.index => |idx| return @bitCast(@as(u32, xterm.colors[idx]) << 8 | 0xff),
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.rgb => |rgb| .{ .r = rgb[0], .g = rgb[1], .b = rgb[2], .a = 255 },
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};
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}
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const D3d = struct {
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device: *win32.ID3D11Device,
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context: *win32.ID3D11DeviceContext,
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context1: *win32.ID3D11DeviceContext1,
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pub fn init(opt: struct { debug: bool }) D3d {
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const levels = [_]win32.D3D_FEATURE_LEVEL{
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.@"11_0",
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};
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var last_hr: i32 = undefined;
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for (&[_]win32.D3D_DRIVER_TYPE{ .HARDWARE, .WARP }) |driver| {
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var device: *win32.ID3D11Device = undefined;
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var context: *win32.ID3D11DeviceContext = undefined;
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last_hr = win32.D3D11CreateDevice(
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null,
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driver,
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null,
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.{
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.BGRA_SUPPORT = 1,
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.SINGLETHREADED = 1,
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.DEBUG = if (opt.debug) 1 else 0,
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},
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&levels,
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levels.len,
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win32.D3D11_SDK_VERSION,
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&device,
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null,
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&context,
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);
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if (last_hr >= 0) return .{
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.device = device,
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.context = context,
|
||||
.context1 = win32ext.queryInterface(context, win32.ID3D11DeviceContext1),
|
||||
};
|
||||
std.log.info(
|
||||
"D3D11 {s} Driver error, hresult=0x{x}",
|
||||
.{ @tagName(driver), @as(u32, @bitCast(last_hr)) },
|
||||
);
|
||||
}
|
||||
std.debug.panic("failed to initialize Direct3D11, hresult=0x{x}", .{last_hr});
|
||||
}
|
||||
};
|
||||
|
||||
fn getDxgiFactory(device: *win32.ID3D11Device) *win32.IDXGIFactory2 {
|
||||
const dxgi_device = win32ext.queryInterface(device, win32.IDXGIDevice);
|
||||
defer _ = dxgi_device.IUnknown.Release();
|
||||
|
||||
var adapter: *win32.IDXGIAdapter = undefined;
|
||||
{
|
||||
const hr = dxgi_device.GetAdapter(&adapter);
|
||||
if (hr < 0) fatalHr("GetDxgiAdapter", hr);
|
||||
}
|
||||
defer _ = adapter.IUnknown.Release();
|
||||
|
||||
var factory: *win32.IDXGIFactory2 = undefined;
|
||||
{
|
||||
const hr = adapter.IDXGIObject.GetParent(win32.IID_IDXGIFactory2, @ptrCast(&factory));
|
||||
if (hr < 0) fatalHr("GetDxgiFactory", hr);
|
||||
}
|
||||
return factory;
|
||||
}
|
||||
|
||||
fn getSwapChainSize(swap_chain: *win32.IDXGISwapChain2) XY(u32) {
|
||||
var size: XY(u32) = undefined;
|
||||
{
|
||||
const hr = swap_chain.GetSourceSize(&size.x, &size.y);
|
||||
if (hr < 0) fatalHr("GetSwapChainSourceSize", hr);
|
||||
}
|
||||
return size;
|
||||
}
|
||||
|
||||
fn initSwapChain(
|
||||
device: *win32.ID3D11Device,
|
||||
hwnd: win32.HWND,
|
||||
) *win32.IDXGISwapChain2 {
|
||||
const factory = getDxgiFactory(device);
|
||||
defer _ = factory.IUnknown.Release();
|
||||
|
||||
const swap_chain1: *win32.IDXGISwapChain1 = blk: {
|
||||
var swap_chain1: *win32.IDXGISwapChain1 = undefined;
|
||||
const desc = win32.DXGI_SWAP_CHAIN_DESC1{
|
||||
.Width = 0,
|
||||
.Height = 0,
|
||||
.Format = .B8G8R8A8_UNORM,
|
||||
.Stereo = 0,
|
||||
.SampleDesc = .{ .Count = 1, .Quality = 0 },
|
||||
.BufferUsage = win32.DXGI_USAGE_RENDER_TARGET_OUTPUT,
|
||||
.BufferCount = 2,
|
||||
.Scaling = .NONE,
|
||||
.SwapEffect = .FLIP_DISCARD,
|
||||
.AlphaMode = .IGNORE,
|
||||
.Flags = swap_chain_flags,
|
||||
};
|
||||
{
|
||||
const hr = factory.CreateSwapChainForHwnd(
|
||||
&device.IUnknown,
|
||||
hwnd,
|
||||
&desc,
|
||||
null,
|
||||
null,
|
||||
&swap_chain1,
|
||||
);
|
||||
if (hr < 0) fatalHr("CreateD3dSwapChain", hr);
|
||||
}
|
||||
break :blk swap_chain1;
|
||||
};
|
||||
defer _ = swap_chain1.IUnknown.Release();
|
||||
|
||||
{
|
||||
const color: win32.DXGI_RGBA = .{ .r = 0.075, .g = 0.075, .b = 0.075, .a = 1.0 };
|
||||
const hr = swap_chain1.SetBackgroundColor(&color);
|
||||
if (hr < 0) fatalHr("SetBackgroundColor", hr);
|
||||
}
|
||||
|
||||
var swap_chain2: *win32.IDXGISwapChain2 = undefined;
|
||||
{
|
||||
const hr = swap_chain1.IUnknown.QueryInterface(win32.IID_IDXGISwapChain2, @ptrCast(&swap_chain2));
|
||||
if (hr < 0) fatalHr("QuerySwapChain2", hr);
|
||||
}
|
||||
|
||||
// refterm is doing this but I don't know why
|
||||
if (false) {
|
||||
const hr = factory.IDXGIFactory.MakeWindowAssociation(hwnd, 0); //DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
|
||||
if (hr < 0) fatalHr("MakeWindowAssoc", hr);
|
||||
}
|
||||
|
||||
return swap_chain2;
|
||||
}
|
||||
|
||||
const Shaders = struct {
|
||||
vertex: *win32.ID3D11VertexShader,
|
||||
pixel: *win32.ID3D11PixelShader,
|
||||
pub fn init() Shaders {
|
||||
const shader_source = @embedFile("terminal.hlsl");
|
||||
|
||||
var vs_blob: *win32.ID3DBlob = undefined;
|
||||
var error_blob: ?*win32.ID3DBlob = null;
|
||||
{
|
||||
const hr = win32.D3DCompile(
|
||||
shader_source.ptr,
|
||||
shader_source.len,
|
||||
null,
|
||||
null,
|
||||
null,
|
||||
"VertexMain",
|
||||
"vs_5_0",
|
||||
0,
|
||||
0,
|
||||
@ptrCast(&vs_blob),
|
||||
@ptrCast(&error_blob),
|
||||
);
|
||||
reportShaderError(.vertex, error_blob);
|
||||
error_blob = null;
|
||||
if (hr < 0) {
|
||||
fatalHr("D3DCompileVertexShader", hr);
|
||||
}
|
||||
}
|
||||
defer _ = vs_blob.IUnknown.Release();
|
||||
var ps_blob: *win32.ID3DBlob = undefined;
|
||||
{
|
||||
const hr = win32.D3DCompile(
|
||||
shader_source.ptr,
|
||||
shader_source.len,
|
||||
null,
|
||||
null,
|
||||
null,
|
||||
"PixelMain",
|
||||
"ps_5_0",
|
||||
0,
|
||||
0,
|
||||
@ptrCast(&ps_blob),
|
||||
@ptrCast(&error_blob),
|
||||
);
|
||||
reportShaderError(.pixel, error_blob);
|
||||
error_blob = null;
|
||||
if (hr < 0) {
|
||||
fatalHr("D3DCompilePixelShader", hr);
|
||||
}
|
||||
}
|
||||
defer _ = ps_blob.IUnknown.Release();
|
||||
|
||||
var vertex_shader: *win32.ID3D11VertexShader = undefined;
|
||||
{
|
||||
const hr = global.d3d.device.CreateVertexShader(
|
||||
@ptrCast(vs_blob.GetBufferPointer()),
|
||||
vs_blob.GetBufferSize(),
|
||||
null,
|
||||
&vertex_shader,
|
||||
);
|
||||
if (hr < 0) fatalHr("CreateVertexShader", hr);
|
||||
}
|
||||
errdefer vertex_shader.IUnknown.Release();
|
||||
|
||||
var pixel_shader: *win32.ID3D11PixelShader = undefined;
|
||||
{
|
||||
const hr = global.d3d.device.CreatePixelShader(
|
||||
@ptrCast(ps_blob.GetBufferPointer()),
|
||||
ps_blob.GetBufferSize(),
|
||||
null,
|
||||
&pixel_shader,
|
||||
);
|
||||
if (hr < 0) fatalHr("CreatePixelShader", hr);
|
||||
}
|
||||
errdefer pixel_shader.IUnknown.Release();
|
||||
|
||||
return .{
|
||||
.vertex = vertex_shader,
|
||||
.pixel = pixel_shader,
|
||||
};
|
||||
}
|
||||
};
|
||||
fn reportShaderError(kind: enum { vertex, pixel }, maybe_error_blob: ?*win32.ID3DBlob) void {
|
||||
const err = maybe_error_blob orelse return;
|
||||
defer _ = err.IUnknown.Release();
|
||||
const ptr: [*]const u8 = @ptrCast(err.GetBufferPointer() orelse return);
|
||||
const str = ptr[0..err.GetBufferSize()];
|
||||
log.err("{s} shader error:\n{s}\n", .{ @tagName(kind), str });
|
||||
std.debug.panic("{s} shader error:\n{s}\n", .{ @tagName(kind), str });
|
||||
}
|
||||
|
||||
const ShaderCells = struct {
|
||||
count: u32 = 0,
|
||||
cell_buf: *win32.ID3D11Buffer = undefined,
|
||||
cell_view: *win32.ID3D11ShaderResourceView = undefined,
|
||||
pub fn updateCount(self: *ShaderCells, count: u32) void {
|
||||
if (count == self.count) return;
|
||||
|
||||
log.debug("CellCount {} > {}", .{ self.count, count });
|
||||
if (self.count != 0) {
|
||||
_ = self.cell_view.IUnknown.Release();
|
||||
_ = self.cell_buf.IUnknown.Release();
|
||||
self.count = 0;
|
||||
}
|
||||
|
||||
if (count > 0) {
|
||||
self.cell_buf = createCellBuffer(global.d3d.device, count);
|
||||
errdefer {
|
||||
self.cell_buf.IUnknown.Release();
|
||||
self.cell_buf = undefined;
|
||||
}
|
||||
|
||||
{
|
||||
const desc: win32.D3D11_SHADER_RESOURCE_VIEW_DESC = .{
|
||||
.Format = .UNKNOWN,
|
||||
.ViewDimension = ._SRV_DIMENSION_BUFFER,
|
||||
.Anonymous = .{
|
||||
.Buffer = .{
|
||||
.Anonymous1 = .{ .FirstElement = 0 },
|
||||
.Anonymous2 = .{ .NumElements = count },
|
||||
},
|
||||
},
|
||||
};
|
||||
const hr = global.d3d.device.CreateShaderResourceView(
|
||||
&self.cell_buf.ID3D11Resource,
|
||||
&desc,
|
||||
&self.cell_view,
|
||||
);
|
||||
if (hr < 0) fatalHr("CreateShaderResourceView for cells", hr);
|
||||
}
|
||||
}
|
||||
self.count = count;
|
||||
}
|
||||
};
|
||||
|
||||
const GlyphTexture = struct {
|
||||
size: ?XY(u16) = null,
|
||||
obj: *win32.ID3D11Texture2D = undefined,
|
||||
view: *win32.ID3D11ShaderResourceView = undefined,
|
||||
pub fn updateSize(self: *GlyphTexture, size: XY(u16)) enum { retained, newly_created } {
|
||||
if (self.size) |existing_size| {
|
||||
if (existing_size.eql(size)) return .retained;
|
||||
|
||||
_ = self.view.IUnknown.Release();
|
||||
self.view = undefined;
|
||||
_ = self.obj.IUnknown.Release();
|
||||
self.obj = undefined;
|
||||
self.size = null;
|
||||
}
|
||||
log.debug("GlyphTexture: init {}x{}", .{ size.x, size.y });
|
||||
|
||||
{
|
||||
const desc: win32.D3D11_TEXTURE2D_DESC = .{
|
||||
.Width = size.x,
|
||||
.Height = size.y,
|
||||
.MipLevels = 1,
|
||||
.ArraySize = 1,
|
||||
.Format = .B8G8R8A8_UNORM,
|
||||
.SampleDesc = .{ .Count = 1, .Quality = 0 },
|
||||
.Usage = .DEFAULT,
|
||||
.BindFlags = .{ .SHADER_RESOURCE = 1 },
|
||||
.CPUAccessFlags = .{},
|
||||
.MiscFlags = .{},
|
||||
};
|
||||
const hr = global.d3d.device.CreateTexture2D(&desc, null, &self.obj);
|
||||
if (hr < 0) fatalHr("CreateGlyphTexture", hr);
|
||||
}
|
||||
errdefer {
|
||||
self.obj.IUnknown.Release();
|
||||
self.obj = undefined;
|
||||
}
|
||||
|
||||
{
|
||||
const hr = global.d3d.device.CreateShaderResourceView(
|
||||
&self.obj.ID3D11Resource,
|
||||
null,
|
||||
&self.view,
|
||||
);
|
||||
if (hr < 0) fatalHr("CreateGlyphView", hr);
|
||||
}
|
||||
self.size = size;
|
||||
return .newly_created;
|
||||
}
|
||||
};
|
||||
|
||||
fn createRenderTargetView(
|
||||
device: *win32.ID3D11Device,
|
||||
swap_chain: *win32.IDXGISwapChain,
|
||||
size: XY(u32),
|
||||
) *win32.ID3D11RenderTargetView {
|
||||
var back_buffer: *win32.ID3D11Texture2D = undefined;
|
||||
|
||||
{
|
||||
const hr = swap_chain.GetBuffer(0, win32.IID_ID3D11Texture2D, @ptrCast(&back_buffer));
|
||||
if (hr < 0) fatalHr("SwapChainGetBuffer", hr);
|
||||
}
|
||||
defer _ = back_buffer.IUnknown.Release();
|
||||
|
||||
var target_view: *win32.ID3D11RenderTargetView = undefined;
|
||||
{
|
||||
const hr = device.CreateRenderTargetView(&back_buffer.ID3D11Resource, null, &target_view);
|
||||
if (hr < 0) fatalHr("CreateRenderTargetView", hr);
|
||||
}
|
||||
|
||||
{
|
||||
var viewport = win32.D3D11_VIEWPORT{
|
||||
.TopLeftX = 0,
|
||||
.TopLeftY = 0,
|
||||
.Width = @floatFromInt(size.x),
|
||||
.Height = @floatFromInt(size.y),
|
||||
.MinDepth = 0.0,
|
||||
.MaxDepth = 0.0,
|
||||
};
|
||||
global.d3d.context.RSSetViewports(1, @ptrCast(&viewport));
|
||||
}
|
||||
// TODO: is this the right place to put this?
|
||||
global.d3d.context.IASetPrimitiveTopology(._PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
|
||||
return target_view;
|
||||
}
|
||||
|
||||
fn createCellBuffer(device: *win32.ID3D11Device, count: u32) *win32.ID3D11Buffer {
|
||||
var cell_buffer: *win32.ID3D11Buffer = undefined;
|
||||
const buffer_desc: win32.D3D11_BUFFER_DESC = .{
|
||||
.ByteWidth = count * @sizeOf(shader.Cell),
|
||||
.Usage = .DYNAMIC,
|
||||
.BindFlags = .{ .SHADER_RESOURCE = 1 },
|
||||
.CPUAccessFlags = .{ .WRITE = 1 },
|
||||
.MiscFlags = .{ .BUFFER_STRUCTURED = 1 },
|
||||
.StructureByteStride = @sizeOf(shader.Cell),
|
||||
};
|
||||
const hr = device.CreateBuffer(&buffer_desc, null, &cell_buffer);
|
||||
if (hr < 0) fatalHr("CreateCellBuffer", hr);
|
||||
return cell_buffer;
|
||||
}
|
||||
|
||||
fn getD3d11TextureMaxCellCount(cell_size: XY(u16)) XY(u16) {
|
||||
// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||||
// small size so we can just render the whole texture for development
|
||||
//if (true) return .{ .x = 80, .y = 500 };
|
||||
comptime std.debug.assert(win32.D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION == 16384);
|
||||
return .{
|
||||
.x = @intCast(@divTrunc(win32.D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION, cell_size.x)),
|
||||
.y = @intCast(@divTrunc(win32.D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION, cell_size.y)),
|
||||
};
|
||||
}
|
||||
|
||||
fn cellPosFromIndex(index: u32, column_count: u16) XY(u16) {
|
||||
return .{
|
||||
.x = @intCast(index % column_count),
|
||||
.y = @intCast(@divTrunc(index, column_count)),
|
||||
};
|
||||
}
|
||||
fn coordFromCellPos(cell_size: XY(u16), cell_pos: XY(u16)) XY(u16) {
|
||||
return .{
|
||||
.x = cell_size.x * cell_pos.x,
|
||||
.y = cell_size.y * cell_pos.y,
|
||||
};
|
||||
}
|
||||
|
||||
fn getClientSize(comptime T: type, hwnd: win32.HWND) XY(T) {
|
||||
var rect: win32.RECT = undefined;
|
||||
if (0 == win32.GetClientRect(hwnd, &rect))
|
||||
fatalWin32("GetClientRect", win32.GetLastError());
|
||||
std.debug.assert(rect.left == 0);
|
||||
std.debug.assert(rect.top == 0);
|
||||
return .{ .x = @intCast(rect.right), .y = @intCast(rect.bottom) };
|
||||
}
|
||||
|
||||
fn fatalWin32(what: []const u8, err: win32.WIN32_ERROR) noreturn {
|
||||
std.debug.panic("{s} failed with {}", .{ what, err.fmt() });
|
||||
}
|
||||
fn fatalHr(what: []const u8, hresult: win32.HRESULT) noreturn {
|
||||
std.debug.panic("{s} failed, hresult=0x{x}", .{ what, @as(u32, @bitCast(hresult)) });
|
||||
}
|
||||
fn oom(e: error{OutOfMemory}) noreturn {
|
||||
@panic(@errorName(e));
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue