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Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport features (docking branch). (#2851)
+ Using SafeRelease() in master.

omar 5 年之前
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6ffee0e75e
共有 4 个文件被更改,包括 29 次插入14 次删除
  1. 2 0
      docs/CHANGELOG.txt
  2. 1 1
      examples/example_win32_directx12/main.cpp
  3. 24 12
      examples/imgui_impl_dx12.cpp
  4. 2 1
      examples/imgui_impl_dx12.h

+ 2 - 0
docs/CHANGELOG.txt

@@ -42,6 +42,8 @@ Breaking Changes:
   Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
   Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
   If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
+- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. 
+  The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
 
 Other Changes:
 - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)

+ 1 - 1
examples/example_win32_directx12/main.cpp

@@ -85,7 +85,7 @@ int main(int, char**)
     // Setup Platform/Renderer bindings
     ImGui_ImplWin32_Init(hwnd);
     ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
-        DXGI_FORMAT_R8G8B8A8_UNORM,
+        DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
         g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
         g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
 

+ 24 - 12
examples/imgui_impl_dx12.cpp

@@ -13,6 +13,7 @@
 
 // CHANGELOG
 // (minor and older changes stripped away, please see git history for details)
+//  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
 //  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 //  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
 //  2019-03-29: Misc: Various minor tidying up.
@@ -56,6 +57,14 @@ static FrameResources*  g_pFrameResources = NULL;
 static UINT             g_numFramesInFlight = 0;
 static UINT             g_frameIndex = UINT_MAX;
 
+template<typename T>
+static void SafeRelease(T*& res)
+{
+    if (res)
+        res->Release();
+    res = NULL;
+}
+
 struct VERTEX_CONSTANT_BUFFER
 {
     float   mvp[4][4];
@@ -132,7 +141,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
     // Create and grow vertex/index buffers if needed
     if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
     {
-        if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
+        SafeRelease(fr->VertexBuffer);
         fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
         D3D12_HEAP_PROPERTIES props;
         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@@ -155,7 +164,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
     }
     if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
     {
-        if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
+        SafeRelease(fr->IndexBuffer);
         fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
         D3D12_HEAP_PROPERTIES props;
         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@@ -375,8 +384,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
         srvDesc.Texture2D.MostDetailedMip = 0;
         srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
         g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
-        if (g_pFontTextureResource != NULL)
-            g_pFontTextureResource->Release();
+        SafeRelease(g_pFontTextureResource);
         g_pFontTextureResource = pTexture;
     }
 
@@ -588,21 +596,24 @@ void    ImGui_ImplDX12_InvalidateDeviceObjects()
     if (!g_pd3dDevice)
         return;
 
+    SafeRelease(g_pVertexShaderBlob);
+    SafeRelease(g_pPixelShaderBlob);
+    SafeRelease(g_pRootSignature);
+    SafeRelease(g_pPipelineState);
+    SafeRelease(g_pFontTextureResource);
+
     ImGuiIO& io = ImGui::GetIO();
-    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
-    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
-    if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
-    if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
-    if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+    io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+
     for (UINT i = 0; i < g_numFramesInFlight; i++)
     {
         FrameResources* fr = &g_pFrameResources[i];
-        if (fr->IndexBuffer)  { fr->IndexBuffer->Release();  fr->IndexBuffer = NULL; }
-        if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
+        SafeRelease(fr->IndexBuffer);
+        SafeRelease(fr->VertexBuffer);
     }
 }
 
-bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
 {
     // Setup back-end capabilities flags
@@ -617,6 +628,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
     g_pFrameResources = new FrameResources[num_frames_in_flight];
     g_numFramesInFlight = num_frames_in_flight;
     g_frameIndex = UINT_MAX;
+    IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
 
     // Create buffers with a default size (they will later be grown as needed)
     for (int i = 0; i < num_frames_in_flight; i++)

+ 2 - 1
examples/imgui_impl_dx12.h

@@ -15,6 +15,7 @@
 
 enum DXGI_FORMAT;
 struct ID3D12Device;
+struct ID3D12DescriptorHeap;
 struct ID3D12GraphicsCommandList;
 struct D3D12_CPU_DESCRIPTOR_HANDLE;
 struct D3D12_GPU_DESCRIPTOR_HANDLE;
@@ -23,7 +24,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
 // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
 // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
 // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
-IMGUI_IMPL_API bool     ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+IMGUI_IMPL_API bool     ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
                                             D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
 IMGUI_IMPL_API void     ImGui_ImplDX12_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplDX12_NewFrame();