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0
Эх сурвалжийг харах

Merge branch 'master' into examples_refactor

omar 7 жил өмнө
parent
commit
e6bc840f6f

+ 1 - 2
README.md

@@ -123,11 +123,10 @@ Languages: (third-party bindinds)
 - Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
 
 Frameworks:
-- DirectX 9, DirectX 10, DirectX 11: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- DirectX 9, DirectX 10, DirectX 11, DirectX 12: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
 - Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged PR: DirectX12: [#301](https://github.com/ocornut/imgui/pull/301)
 - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
 - Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801)
 - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)

+ 19 - 17
examples/README.txt

@@ -4,8 +4,8 @@ Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
 Third party languages and frameworks bindings: 
   https://github.com/ocornut/imgui/wiki/Links
 (languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
-(frameworks: DX12, OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, 
- OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
+(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht,
+ Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
 (extras: RemoteImGui, ImWindow, imgui_wm, etc.)
 
 
@@ -13,7 +13,7 @@ TL;DR;
  - Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
  - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
    to your project and use them unmodified.
- - To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read.
+ - To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read.
    However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
    Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
    Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
@@ -53,15 +53,15 @@ opengl2_example/
     **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
     **Prefer using the code in the opengl3_example/ folder**
     GLFW + OpenGL example (legacy, fixed pipeline).
-    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
-    If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
-    complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
-    confuse your GPU driver. 
+    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
+    If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+    make things more complicated, will require your code to several OpenGL attributes to their initial state,
+    and might confuse your GPU driver. 
 
 opengl3_example/
     GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
     This uses more modern OpenGL calls and custom shaders. 
-    Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
+    Prefer using that if you are using modern OpenGL in your application (anything with shaders).
 
 directx9_example/
     DirectX9 example, Windows only.
@@ -74,6 +74,10 @@ directx11_example/
     DirectX11 example, Windows only.
     This is quite long and tedious, because: DirectX11.
 	
+directx12_example/
+    DirectX12 example, Windows only.
+    This is quite longer and tedious, because: DirectX12.
+	
 apple_example/
     OSX & iOS example.
     On iOS, Using Synergy to access keyboard/mouse data from server computer.
@@ -83,15 +87,15 @@ sdl_opengl2_example/
     **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
     **Prefer using the code in the sdl_opengl3_example/ folder**
     SDL2 + OpenGL example (legacy, fixed pipeline).
-    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
-    If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
-    complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
-    confuse your GPU driver. 
+    This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
+    If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+    make things more complicated, will require your code to several OpenGL attributes to their initial state,
+    and might confuse your GPU driver. 
 
 sdl_opengl3_example/
     SDL2 + OpenGL3 example.
     This uses more modern OpenGL calls and custom shaders. 
-    Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
+    Prefer using that if you are using modern OpenGL in your application (anything with shaders).
 
 allegro5_example/
     Allegro 5 example.
@@ -100,7 +104,5 @@ marmalade_example/
     Marmalade example using IwGx
     
 vulkan_example/
-	Vulkan example.
-	This is quite long and tedious, because: Vulkan.
-
-TODO: Apple, SDL GL2/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.
+    Vulkan example.
+    This is quite longer and tedious, because: Vulkan.

+ 1 - 9
examples/directx10_example/main.cpp

@@ -17,17 +17,9 @@ static ID3D10RenderTargetView*  g_mainRenderTargetView = NULL;
 
 void CreateRenderTarget()
 {
-    DXGI_SWAP_CHAIN_DESC sd;
-    g_pSwapChain->GetDesc(&sd);
-
-    // Create the render target
     ID3D10Texture2D* pBackBuffer;
-    D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
-    ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
-    render_target_view_desc.Format = sd.BufferDesc.Format;
-    render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
     g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
-    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
     pBackBuffer->Release();
 }
 

+ 1 - 9
examples/directx11_example/main.cpp

@@ -17,17 +17,9 @@ static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL;
 
 void CreateRenderTarget()
 {
-    DXGI_SWAP_CHAIN_DESC sd;
-    g_pSwapChain->GetDesc(&sd);
-
-    // Create the render target
     ID3D11Texture2D* pBackBuffer;
-    D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
-    ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
-    render_target_view_desc.Format = sd.BufferDesc.Format;
-    render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
     g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
-    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
     pBackBuffer->Release();
 }
 

+ 4 - 0
examples/directx12_example/build_win32.bat

@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
+

+ 164 - 0
examples/directx12_example/directx12_example.vcxproj

@@ -0,0 +1,164 @@
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+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
+    <RootNamespace>directx12_example</RootNamespace>
+    <WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
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+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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+    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
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+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
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+    </ClCompile>
+    <Link>
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+      <AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
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+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
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+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="imgui_impl_dx12.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="imgui_impl_dx12.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 45 - 0
examples/directx12_example/directx12_example.vcxproj.filters

@@ -0,0 +1,45 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{fb3d294f-51ec-478e-a627-25831c80fefd}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{4f33ddea-9910-456d-b868-4267eb3c2b19}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="imgui_impl_dx12.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="imgui_impl_dx12.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+  </ItemGroup>
+</Project>

+ 811 - 0
examples/directx12_example/imgui_impl_dx12.cpp

@@ -0,0 +1,811 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+//  [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+//  2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include <d3d12.h>
+#include <d3dcompiler.h>
+
+// Win32 data
+static HWND                         g_hWnd = 0;
+static INT64                        g_Time = 0;
+static INT64                        g_TicksPerSecond = 0;
+static ImGuiMouseCursor             g_LastMouseCursor = ImGuiMouseCursor_Count_;
+
+// DirectX data
+static ID3D12Device*                g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
+static ID3D10Blob*                  g_pVertexShaderBlob = NULL;
+static ID3D10Blob*                  g_pPixelShaderBlob = NULL;
+static ID3D12RootSignature*         g_pRootSignature = NULL;
+static ID3D12PipelineState*         g_pPipelineState = NULL;
+static DXGI_FORMAT                  g_RTVFormat = DXGI_FORMAT_UNKNOWN;
+static ID3D12Resource*              g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE  g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE  g_hFontSrvGpuDescHandle = {};
+
+struct FrameResources
+{
+    ID3D12Resource* IB;
+    ID3D12Resource* VB;
+    int VertexBufferSize;
+    int IndexBufferSize;
+};
+static FrameResources*              g_pFrameResources = NULL;
+static UINT                         g_numFramesInFlight = 0;
+static UINT                         g_frameIndex = UINT_MAX;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+    float        mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
+{
+    // NOTE: I'm assuming that this only get's called once per frame!
+    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+    g_frameIndex = g_frameIndex + 1;
+    FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+    ID3D12Resource* g_pVB = frameResources->VB;
+    ID3D12Resource* g_pIB = frameResources->IB;
+    int g_VertexBufferSize = frameResources->VertexBufferSize;
+    int g_IndexBufferSize = frameResources->IndexBufferSize;
+    ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
+
+    // Create and grow vertex/index buffers if needed
+    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+        D3D12_RESOURCE_DESC desc;
+        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+        if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+            &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
+            return;
+        frameResources->VB = g_pVB;
+        frameResources->VertexBufferSize = g_VertexBufferSize;
+    }
+    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+        D3D12_RESOURCE_DESC desc;
+        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+        if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+            &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
+            return;
+        frameResources->IB = g_pIB;
+        frameResources->IndexBufferSize = g_IndexBufferSize;
+    }
+
+    // Copy and convert all vertices into a single contiguous buffer
+    void* vtx_resource, *idx_resource;
+    D3D12_RANGE range;
+    memset(&range, 0, sizeof(D3D12_RANGE));
+    if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
+        return;
+    if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
+        return;
+    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
+    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.Size;
+        idx_dst += cmd_list->IdxBuffer.Size;
+    }
+    g_pVB->Unmap(0, &range);
+    g_pIB->Unmap(0, &range);
+
+    // Setup orthographic projection matrix into our constant buffer
+    VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
+    {
+        VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
+        float L = 0.0f;
+        float R = ImGui::GetIO().DisplaySize.x;
+        float B = ImGui::GetIO().DisplaySize.y;
+        float T = 0.0f;
+        float mvp[4][4] =
+        {
+            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
+            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
+            { 0.0f,         0.0f,           0.5f,       0.0f },
+            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
+        };
+        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+    }
+
+    // Setup viewport
+    D3D12_VIEWPORT vp;
+    memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+    vp.Width = ImGui::GetIO().DisplaySize.x;
+    vp.Height = ImGui::GetIO().DisplaySize.y;
+    vp.MinDepth = 0.0f;
+    vp.MaxDepth = 1.0f;
+    vp.TopLeftX = vp.TopLeftY = 0.0f;
+    ctx->RSSetViewports(1, &vp);
+
+    // Bind shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    D3D12_VERTEX_BUFFER_VIEW vbv;
+    memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+    vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
+    vbv.SizeInBytes = g_VertexBufferSize * stride;
+    vbv.StrideInBytes = stride;
+    ctx->IASetVertexBuffers(0, 1, &vbv);
+    D3D12_INDEX_BUFFER_VIEW ibv;
+    memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+    ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
+    ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
+    ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+    ctx->IASetIndexBuffer(&ibv);
+    ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    ctx->SetPipelineState(g_pPipelineState);
+    ctx->SetGraphicsRootSignature(g_pRootSignature);
+    ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+    // Setup render state
+    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+    ctx->OMSetBlendFactor(blend_factor);
+
+    // Render command lists
+    int vtx_offset = 0;
+    int idx_offset = 0;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+        {
+            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+            if (pcmd->UserCallback)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+                ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
+                ctx->RSSetScissorRects(1, &r);
+                ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+        vtx_offset += cmd_list->VtxBuffer.Size;
+    }
+}
+
+static void ImGui_ImplWin32_UpdateMouseCursor()
+{
+    ImGuiIO& io = ImGui::GetIO();
+    ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (imgui_cursor == ImGuiMouseCursor_None)
+    {
+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+        ::SetCursor(NULL);
+    }
+    else
+    {
+        // Hardware cursor type
+        LPTSTR win32_cursor = IDC_ARROW;
+        switch (imgui_cursor)
+        {
+        case ImGuiMouseCursor_Arrow:        win32_cursor = IDC_ARROW; break;
+        case ImGuiMouseCursor_TextInput:    win32_cursor = IDC_IBEAM; break;
+        case ImGuiMouseCursor_ResizeAll:    win32_cursor = IDC_SIZEALL; break;
+        case ImGuiMouseCursor_ResizeEW:     win32_cursor = IDC_SIZEWE; break;
+        case ImGuiMouseCursor_ResizeNS:     win32_cursor = IDC_SIZENS; break;
+        case ImGuiMouseCursor_ResizeNESW:   win32_cursor = IDC_SIZENESW; break;
+        case ImGuiMouseCursor_ResizeNWSE:   win32_cursor = IDC_SIZENWSE; break;
+        }
+        ::SetCursor(::LoadCursor(NULL, win32_cursor));
+    }
+}
+
+// Process Win32 mouse/keyboard inputs. 
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui::GetCurrentContext() == NULL)
+        return 0;
+
+    ImGuiIO& io = ImGui::GetIO();
+    switch (msg)
+    {
+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+        if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+        if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+            ::SetCapture(hwnd);
+        io.MouseDown[button] = true;
+        return 0;
+    }
+    case WM_LBUTTONUP:
+    case WM_RBUTTONUP:
+    case WM_MBUTTONUP:
+    {
+        int button = 0;
+        if (msg == WM_LBUTTONUP) button = 0;
+        if (msg == WM_RBUTTONUP) button = 1;
+        if (msg == WM_MBUTTONUP) button = 2;
+        io.MouseDown[button] = false;
+        if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+            ::ReleaseCapture();
+        return 0;
+    }
+    case WM_MOUSEWHEEL:
+        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEHWHEEL:
+        io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return 0;
+    case WM_MOUSEMOVE:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16);
+        return 0;
+    case WM_KEYDOWN:
+    case WM_SYSKEYDOWN:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return 0;
+    case WM_KEYUP:
+    case WM_SYSKEYUP:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 0;
+        return 0;
+    case WM_CHAR:
+        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+        if (wParam > 0 && wParam < 0x10000)
+            io.AddInputCharacter((unsigned short)wParam);
+        return 0;
+    case WM_SETCURSOR:
+        if (LOWORD(lParam) == HTCLIENT)
+        {
+            ImGui_ImplWin32_UpdateMouseCursor();
+            return 1;
+        }
+        return 0;
+    }
+    return 0;
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    {
+        D3D12_HEAP_PROPERTIES props;
+        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+        props.Type = D3D12_HEAP_TYPE_DEFAULT;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+        D3D12_RESOURCE_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+        desc.Alignment = 0;
+        desc.Width = width;
+        desc.Height = height;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        desc.SampleDesc.Count = 1;
+        desc.SampleDesc.Quality = 0;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+        ID3D12Resource* pTexture = NULL;
+        g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+            D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
+
+        UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+        UINT uploadSize = height * uploadPitch;
+        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+        desc.Alignment = 0;
+        desc.Width = uploadSize;
+        desc.Height = 1;
+        desc.DepthOrArraySize = 1;
+        desc.MipLevels = 1;
+        desc.Format = DXGI_FORMAT_UNKNOWN;
+        desc.SampleDesc.Count = 1;
+        desc.SampleDesc.Quality = 0;
+        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+        props.Type = D3D12_HEAP_TYPE_UPLOAD;
+        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+        ID3D12Resource* uploadBuffer = NULL;
+        HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+            D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        void* mapped = NULL;
+        D3D12_RANGE range = { 0, uploadSize };
+        hr = uploadBuffer->Map(0, &range, &mapped);
+        IM_ASSERT(SUCCEEDED(hr));
+        for (int y = 0; y < height; y++)
+            memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
+        uploadBuffer->Unmap(0, &range);
+
+        D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+        srcLocation.pResource = uploadBuffer;
+        srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+        srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srcLocation.PlacedFootprint.Footprint.Width = width;
+        srcLocation.PlacedFootprint.Footprint.Height = height;
+        srcLocation.PlacedFootprint.Footprint.Depth = 1;
+        srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
+
+        D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+        dstLocation.pResource = pTexture;
+        dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+        dstLocation.SubresourceIndex = 0;
+
+        D3D12_RESOURCE_BARRIER barrier = {};
+        barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+        barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+        barrier.Transition.pResource   = pTexture;
+        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+
+        ID3D12Fence* fence = NULL;
+        hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        HANDLE event = CreateEvent(0, 0, 0, 0);
+        IM_ASSERT(event != NULL);
+
+        D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+        queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
+        queueDesc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
+        queueDesc.NodeMask = 1;
+
+        ID3D12CommandQueue* cmdQueue = NULL;
+        hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        ID3D12CommandAllocator* cmdAlloc = NULL;
+        hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        ID3D12GraphicsCommandList* cmdList = NULL;
+        hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+        IM_ASSERT(SUCCEEDED(hr));
+
+        cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
+        cmdList->ResourceBarrier(1, &barrier);
+
+        hr = cmdList->Close();
+        IM_ASSERT(SUCCEEDED(hr));
+
+        cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
+        hr = cmdQueue->Signal(fence, 1);
+        IM_ASSERT(SUCCEEDED(hr));
+
+        fence->SetEventOnCompletion(1, event);
+        WaitForSingleObject(event, INFINITE);
+
+        cmdList->Release();
+        cmdAlloc->Release();
+        cmdQueue->Release();
+        CloseHandle(event);
+        fence->Release();
+        uploadBuffer->Release();
+
+        // Create texture view
+        D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+        ZeroMemory(&srvDesc, sizeof(srvDesc));
+        srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+        srvDesc.Texture2D.MipLevels = desc.MipLevels;
+        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();
+        g_pFontTextureResource = pTexture;
+    }
+
+    // Store our identifier
+    static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
+    io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
+}
+
+bool    ImGui_ImplDX12_CreateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return false;
+    if (g_pPipelineState)
+        ImGui_ImplDX12_InvalidateDeviceObjects();
+
+    // Create the root signature
+    {
+        D3D12_DESCRIPTOR_RANGE descRange = {};
+        descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+        descRange.NumDescriptors = 1;
+        descRange.BaseShaderRegister = 0;
+        descRange.RegisterSpace = 0;
+        descRange.OffsetInDescriptorsFromTableStart = 0;
+
+        D3D12_ROOT_PARAMETER param[2] = {};
+
+        param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+        param[0].Constants.ShaderRegister = 0;
+        param[0].Constants.RegisterSpace = 0;
+        param[0].Constants.Num32BitValues = 16;
+        param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+        param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+        param[1].DescriptorTable.NumDescriptorRanges = 1;
+        param[1].DescriptorTable.pDescriptorRanges = &descRange;
+        param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+        D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+        staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+        staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+        staticSampler.MipLODBias = 0.f;
+        staticSampler.MaxAnisotropy = 0;
+        staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
+        staticSampler.MinLOD = 0.f;
+        staticSampler.MaxLOD = 0.f;
+        staticSampler.ShaderRegister = 0;
+        staticSampler.RegisterSpace = 0;
+        staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+        D3D12_ROOT_SIGNATURE_DESC desc = {};
+        desc.NumParameters = _countof(param);
+        desc.pParameters = param;
+        desc.NumStaticSamplers = 1;
+        desc.pStaticSamplers = &staticSampler;
+        desc.Flags =
+            D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+            D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+        ID3DBlob* blob = NULL;
+        if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
+            return false;
+
+        g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+        blob->Release();
+    }
+
+    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+    // If you would like to use this DX12 sample code but remove this dependency you can: 
+    //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. 
+    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+    D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+    memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+    psoDesc.NodeMask = 1;
+    psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+    psoDesc.pRootSignature = g_pRootSignature;
+    psoDesc.SampleMask = UINT_MAX;
+    psoDesc.NumRenderTargets = 1;
+    psoDesc.RTVFormats[0] = g_RTVFormat;
+    psoDesc.SampleDesc.Count = 1;
+    psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+    // Create the vertex shader
+    {
+        static const char* vertexShader =
+            "cbuffer vertexBuffer : register(b0) \
+            {\
+            float4x4 ProjectionMatrix; \
+            };\
+            struct VS_INPUT\
+            {\
+            float2 pos : POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            \
+            struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            \
+            PS_INPUT main(VS_INPUT input)\
+            {\
+            PS_INPUT output;\
+            output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+            output.col = input.col;\
+            output.uv  = input.uv;\
+            return output;\
+            }";
+
+        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
+
+        // Create the input layout
+        static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+        };
+        psoDesc.InputLayout = { local_layout, 3 };
+    }
+
+    // Create the pixel shader
+    {
+        static const char* pixelShader =
+            "struct PS_INPUT\
+            {\
+            float4 pos : SV_POSITION;\
+            float4 col : COLOR0;\
+            float2 uv  : TEXCOORD0;\
+            };\
+            SamplerState sampler0 : register(s0);\
+            Texture2D texture0 : register(t0);\
+            \
+            float4 main(PS_INPUT input) : SV_Target\
+            {\
+            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+            return out_col; \
+            }";
+
+        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
+    }
+
+    // Create the blending setup
+    {
+        D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+        desc.AlphaToCoverageEnable = false;
+        desc.RenderTarget[0].BlendEnable = true;
+        desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+        desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+        desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+        desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+    }
+
+    // Create the rasterizer state
+    {
+        D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+        desc.FillMode = D3D12_FILL_MODE_SOLID;
+        desc.CullMode = D3D12_CULL_MODE_NONE;
+        desc.FrontCounterClockwise = FALSE;
+        desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+        desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+        desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+        desc.DepthClipEnable = true;
+        desc.MultisampleEnable = FALSE;
+        desc.AntialiasedLineEnable = FALSE;
+        desc.ForcedSampleCount = 0;
+        desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+    }
+
+    // Create depth-stencil State
+    {
+        D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+        desc.DepthEnable = false;
+        desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+        desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        desc.StencilEnable = false;
+        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+        desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+        desc.BackFace = desc.FrontFace;
+    }
+
+    if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
+        return false;
+
+    ImGui_ImplDX12_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return;
+
+    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; ImGui::GetIO().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++)
+    {
+        if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
+        if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
+    }
+}
+
+bool    ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
+                            ID3D12Device* device,
+                            DXGI_FORMAT rtv_format,
+                            D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
+                            D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+    g_hWnd = (HWND)hwnd;
+    g_pd3dDevice = device;
+    g_RTVFormat = rtv_format;
+    g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+    g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+    g_pFrameResources = new FrameResources [num_frames_in_flight];
+    g_numFramesInFlight = num_frames_in_flight;
+    g_frameIndex = UINT_MAX;
+
+    for (int i = 0; i < num_frames_in_flight; i++)
+    {
+        g_pFrameResources[i].IB = NULL;
+        g_pFrameResources[i].VB = NULL;
+        g_pFrameResources[i].VertexBufferSize = 5000;
+        g_pFrameResources[i].IndexBufferSize = 10000;
+    }
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeyMap[ImGuiKey_Tab] = VK_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+    io.KeyMap[ImGuiKey_Home] = VK_HOME;
+    io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = 'A';
+    io.KeyMap[ImGuiKey_C] = 'C';
+    io.KeyMap[ImGuiKey_V] = 'V';
+    io.KeyMap[ImGuiKey_X] = 'X';
+    io.KeyMap[ImGuiKey_Y] = 'Y';
+    io.KeyMap[ImGuiKey_Z] = 'Z';
+
+    io.ImeWindowHandle = g_hWnd;
+
+    return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+    ImGui_ImplDX12_InvalidateDeviceObjects();
+    delete[] g_pFrameResources;
+    g_pd3dDevice = NULL;
+    g_hWnd = (HWND)0;
+    g_pd3dCommandList = NULL;
+    g_hFontSrvCpuDescHandle.ptr = 0;
+    g_hFontSrvGpuDescHandle.ptr = 0;
+    g_pFrameResources = NULL;
+    g_numFramesInFlight = 0;
+    g_frameIndex = UINT_MAX;
+}
+
+void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
+{
+    if (!g_pPipelineState)
+        ImGui_ImplDX12_CreateDeviceObjects();
+
+    g_pd3dCommandList = command_list;
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    RECT rect;
+    GetClientRect(g_hWnd, &rect);
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+    // Setup time step
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+    g_Time = current_time;
+
+    // Read keyboard modifiers inputs
+    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+    io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+    io.KeySuper = false;
+    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+    // io.MousePos : filled by WM_MOUSEMOVE events
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
+    if (io.WantMoveMouse)
+    {
+        POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+        ClientToScreen(g_hWnd, &pos);
+        SetCursorPos(pos.x, pos.y);
+    }
+
+    // Update OS mouse cursor with the cursor requested by imgui
+    ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+    if (g_LastMouseCursor != mouse_cursor)
+    {
+        g_LastMouseCursor = mouse_cursor;
+        ImGui_ImplWin32_UpdateMouseCursor();
+    }
+
+    // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+    ImGui::NewFrame();
+}

+ 40 - 0
examples/directx12_example/imgui_impl_dx12.h

@@ -0,0 +1,40 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+//  [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+enum DXGI_FORMAT;
+struct ID3D12Device;
+struct ID3D12GraphicsCommandList;
+struct D3D12_CPU_DESCRIPTOR_HANDLE;
+struct D3D12_GPU_DESCRIPTOR_HANDLE;
+
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// 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_API bool        ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
+                                          ID3D12Device* device,
+                                          DXGI_FORMAT rtv_format,
+                                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
+                                          D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+IMGUI_API void        ImGui_ImplDX12_Shutdown();
+IMGUI_API void        ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
+IMGUI_API void        ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplDX12_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT   ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/

+ 417 - 0
examples/directx12_example/main.cpp

@@ -0,0 +1,417 @@
+// ImGui - standalone example application for DirectX 12
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <tchar.h>
+
+#define DX12_ENABLE_DEBUG_LAYER     0
+
+struct FrameContext
+{
+    ID3D12CommandAllocator* CommandAllocator;
+    UINT64                  FenceValue;
+};
+
+// Data
+static int const                    NUM_FRAMES_IN_FLIGHT = 3;
+static FrameContext                 g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
+static UINT                         g_frameIndex = 0;
+
+static int const                    NUM_BACK_BUFFERS = 3;
+static ID3D12Device*                g_pd3dDevice = NULL;
+static ID3D12DescriptorHeap*        g_pd3dRtvDescHeap = NULL;
+static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = NULL;
+static ID3D12CommandQueue*          g_pd3dCommandQueue = NULL;
+static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
+static ID3D12Fence*                 g_fence = NULL;
+static HANDLE                       g_fenceEvent = NULL;
+static UINT64                       g_fenceLastSignaledValue = 0;
+static IDXGISwapChain3*             g_pSwapChain = NULL;
+static HANDLE                       g_hSwapChainWaitableObject = NULL;
+static ID3D12Resource*              g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE  g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
+
+void CreateRenderTarget()
+{
+    ID3D12Resource* pBackBuffer;
+    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+    {
+        g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
+        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
+        g_mainRenderTargetResource[i] = pBackBuffer;
+    }
+}
+
+void WaitForLastSubmittedFrame()
+{
+    FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
+
+    UINT64 fenceValue = frameCtxt->FenceValue;
+    if (fenceValue == 0)
+        return; // No fence was signaled
+
+    frameCtxt->FenceValue = 0;
+    if (g_fence->GetCompletedValue() >= fenceValue)
+        return;
+
+    g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+    WaitForSingleObject(g_fenceEvent, INFINITE);
+}
+
+FrameContext* WaitForNextFrameResources()
+{
+    UINT nextFrameIndex = g_frameIndex + 1;
+    g_frameIndex = nextFrameIndex;
+
+    HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
+    DWORD numWaitableObjects = 1;
+
+    FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
+    UINT64 fenceValue = frameCtxt->FenceValue;
+    if (fenceValue != 0) // means no fence was signaled
+    {
+        frameCtxt->FenceValue = 0;
+        g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+        waitableObjects[1] = g_fenceEvent;
+        numWaitableObjects = 2;
+    }
+
+    WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
+
+    return frameCtxt;
+}
+
+void ResizeSwapChain(HWND hWnd, int width, int height)
+{
+    DXGI_SWAP_CHAIN_DESC1 sd;
+    g_pSwapChain->GetDesc1(&sd);
+    sd.Width = width;
+    sd.Height = height;
+
+    IDXGIFactory4* dxgiFactory = nullptr;
+    g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
+
+    g_pSwapChain->Release();
+    CloseHandle(g_hSwapChainWaitableObject);
+
+    IDXGISwapChain1* swapChain1 = NULL;
+    dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
+    swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
+    swapChain1->Release();
+    dxgiFactory->Release();
+
+    g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+
+    g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+    assert(g_hSwapChainWaitableObject != NULL);
+}
+
+void CleanupRenderTarget()
+{
+    WaitForLastSubmittedFrame();
+
+    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+        if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC1 sd;
+    {
+        ZeroMemory(&sd, sizeof(sd));
+        sd.BufferCount = NUM_BACK_BUFFERS;
+        sd.Width = 0;
+        sd.Height = 0;
+        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+        sd.SampleDesc.Count = 1;
+        sd.SampleDesc.Quality = 0;
+        sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+        sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+        sd.Scaling = DXGI_SCALING_STRETCH;
+        sd.Stereo = FALSE;
+    }
+
+    if (DX12_ENABLE_DEBUG_LAYER)
+    {
+        ID3D12Debug* dx12Debug = NULL;
+        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
+        {
+            dx12Debug->EnableDebugLayer();
+            dx12Debug->Release();
+        }
+    }
+
+    D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
+    if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
+        return E_FAIL;
+
+    {
+        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+        desc.Type           = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+        desc.NumDescriptors = NUM_BACK_BUFFERS;
+        desc.Flags          = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+        desc.NodeMask       = 1;
+        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
+            return E_FAIL;
+
+        SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+        D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+        for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) 
+        {
+            g_mainRenderTargetDescriptor[i] = rtvHandle;
+            rtvHandle.ptr += rtvDescriptorSize;
+        }
+    }
+
+    {
+        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+        desc.NumDescriptors = 1;
+        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
+            return E_FAIL;
+    }
+
+    {
+        D3D12_COMMAND_QUEUE_DESC desc = {};
+        desc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
+        desc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
+        desc.NodeMask = 1;
+        if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
+            return E_FAIL;
+    }
+
+    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+        if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
+            return E_FAIL;
+
+    if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
+        g_pd3dCommandList->Close() != S_OK)
+        return E_FAIL;
+
+    if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
+        return E_FAIL;
+
+    g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
+    if (g_fenceEvent == NULL)
+        return E_FAIL;
+
+    {
+        IDXGIFactory4* dxgiFactory = NULL;
+        IDXGISwapChain1* swapChain1 = NULL;
+        if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
+            dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
+            swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
+            return E_FAIL;
+        swapChain1->Release();
+        dxgiFactory->Release();
+        g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+        g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+    }
+
+    CreateRenderTarget();
+
+    return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+    if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
+    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+        if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
+    if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
+    if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
+    if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
+    if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
+    if (g_fence) { g_fence->Release(); g_fence = NULL; }
+    if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+        {
+            ImGui_ImplDX12_InvalidateDeviceObjects();
+            CleanupRenderTarget();
+            ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
+            CreateRenderTarget();
+            ImGui_ImplDX12_CreateDeviceObjects();
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        PostQuitMessage(0);
+        return 0;
+    }
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+    // Create application window
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+    RegisterClassEx(&wc);
+    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+    // Initialize Direct3D
+    if (CreateDeviceD3D(hwnd) < 0)
+    {
+        CleanupDeviceD3D();
+        UnregisterClass(_T("ImGui Example"), wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ShowWindow(hwnd, SW_SHOWDEFAULT);
+    UpdateWindow(hwnd);
+
+    // Setup ImGui binding
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    //io.NavFlags |= ImGuiNavFlags_EnableKeyboard;  // Enable Keyboard Controls
+    ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
+        DXGI_FORMAT_R8G8B8A8_UNORM,
+        g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
+        g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+    // Setup style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    MSG msg;
+    ZeroMemory(&msg, sizeof(msg));
+    while (msg.message != WM_QUIT)
+    {
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+        {
+            TranslateMessage(&msg);
+            DispatchMessage(&msg);
+            continue;
+        }
+        ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
+
+        // 1. Show a simple window.
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+        if (show_demo_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowDemoWindow(&show_demo_window);
+        }
+
+        // Rendering
+        FrameContext* frameCtxt = WaitForNextFrameResources();
+        UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+        frameCtxt->CommandAllocator->Reset();
+
+        D3D12_RESOURCE_BARRIER barrier = {};
+        barrier.Type                   = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+        barrier.Flags                  = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+        barrier.Transition.pResource   = g_mainRenderTargetResource[backBufferIdx];
+        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_RENDER_TARGET;
+
+        g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
+        g_pd3dCommandList->ResourceBarrier(1, &barrier);
+        g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
+        g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
+        g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+        ImGui::Render();
+        ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData());
+        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
+        g_pd3dCommandList->ResourceBarrier(1, &barrier);
+        g_pd3dCommandList->Close();
+
+        g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+
+        g_pSwapChain->Present(1, 0); // Present with vsync
+        //g_pSwapChain->Present(0, 0); // Present without vsync
+
+        UINT64 fenceValue = g_fenceLastSignaledValue + 1;
+        g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+        g_fenceLastSignaledValue = fenceValue;
+        frameCtxt->FenceValue = fenceValue;
+    }
+
+    WaitForLastSubmittedFrame();
+    ImGui_ImplDX12_Shutdown();
+    ImGui::DestroyContext();
+    CleanupDeviceD3D();
+    UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+    return 0;
+}

+ 5 - 6
imgui.cpp

@@ -951,14 +951,13 @@ ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
 {
     ImVec2 ap = p - a;
     ImVec2 ab_dir = b - a;
-    float ab_len = sqrtf(ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y);
-    ab_dir *= 1.0f / ab_len;
     float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
     if (dot < 0.0f)
         return a;
-    if (dot > ab_len)
+    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
+    if (dot > ab_len_sqr)
         return b;
-    return a + ab_dir * dot;
+    return a + ab_dir * dot / ab_len_sqr;
 }
 
 bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
@@ -2349,7 +2348,7 @@ static bool NavMoveRequestButNoResultYet()
     return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
 }
 
-static void NavMoveRequestCancel()
+void ImGui::NavMoveRequestCancel()
 {
     ImGuiContext& g = *GImGui;
     g.NavMoveRequest = false;
@@ -5006,7 +5005,7 @@ static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
         if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
         {
             g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
-            NavMoveRequestCancel();
+            ImGui::NavMoveRequestCancel();
             g.NavWindow->NavRectRel[0].Min.y = g.NavWindow->NavRectRel[0].Max.y = ((g.NavMoveDir == ImGuiDir_Up) ? ImMax(window->SizeFull.y, window->SizeContents.y) : 0.0f) - window->Scroll.y;
         }
 }

+ 1 - 1
imgui.h

@@ -1506,7 +1506,7 @@ struct ImDrawList
     IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
     IMGUI_API void  PushClipRectFullScreen();
     IMGUI_API void  PopClipRect();
-    IMGUI_API void  PushTextureID(const ImTextureID& texture_id);
+    IMGUI_API void  PushTextureID(ImTextureID texture_id);
     IMGUI_API void  PopTextureID();
     inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
     inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }

+ 1 - 1
imgui_draw.cpp

@@ -450,7 +450,7 @@ void ImDrawList::PopClipRect()
     UpdateClipRect();
 }
 
-void ImDrawList::PushTextureID(const ImTextureID& texture_id)
+void ImDrawList::PushTextureID(ImTextureID texture_id)
 {
     _TextureIdStack.push_back(texture_id);
     UpdateTextureID();

+ 1 - 0
imgui_internal.h

@@ -1066,6 +1066,7 @@ namespace ImGui
     IMGUI_API void          BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
 
     IMGUI_API void          NavInitWindow(ImGuiWindow* window, bool force_reinit);
+    IMGUI_API void          NavMoveRequestCancel();
     IMGUI_API void          ActivateItem(ImGuiID id);   // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
 
     IMGUI_API float         GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);