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- // dear imgui: Renderer Backend for DirectX12
- // This needs to be used along with a Platform Backend (e.g. Win32)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
- // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
- // FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
- // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
- // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
- // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
- // This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
- // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
- // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
- // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
- // 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.
- // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
- // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
- // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
- // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
- // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
- // 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 <dxgi1_4.h>
- #include <d3dcompiler.h>
- #ifdef _MSC_VER
- #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
- #endif
- // DirectX data
- static ID3D12Device* g_pd3dDevice = 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 = {};
- static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
- static UINT g_numFramesInFlight = 0;
- // Buffers used during the rendering of a frame
- struct ImGui_ImplDX12_RenderBuffers
- {
- ID3D12Resource* IndexBuffer;
- ID3D12Resource* VertexBuffer;
- int IndexBufferSize;
- int VertexBufferSize;
- };
- // Buffers used for secondary viewports created by the multi-viewports systems
- struct ImGui_ImplDX12_FrameContext
- {
- ID3D12CommandAllocator* CommandAllocator;
- ID3D12Resource* RenderTarget;
- D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
- };
- // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
- // Main viewport created by application will only use the Resources field.
- // Secondary viewports created by this backend will use all the fields (including Window fields),
- struct ImGuiViewportDataDx12
- {
- // Window
- ID3D12CommandQueue* CommandQueue;
- ID3D12GraphicsCommandList* CommandList;
- ID3D12DescriptorHeap* RtvDescHeap;
- IDXGISwapChain3* SwapChain;
- ID3D12Fence* Fence;
- UINT64 FenceSignaledValue;
- HANDLE FenceEvent;
- ImGui_ImplDX12_FrameContext* FrameCtx;
- // Render buffers
- UINT FrameIndex;
- ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
- ImGuiViewportDataDx12()
- {
- CommandQueue = NULL;
- CommandList = NULL;
- RtvDescHeap = NULL;
- SwapChain = NULL;
- Fence = NULL;
- FenceSignaledValue = 0;
- FenceEvent = NULL;
- FrameCtx = new ImGui_ImplDX12_FrameContext[g_numFramesInFlight];
- FrameIndex = UINT_MAX;
- FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[g_numFramesInFlight];
- for (UINT i = 0; i < g_numFramesInFlight; ++i)
- {
- FrameCtx[i].CommandAllocator = NULL;
- FrameCtx[i].RenderTarget = NULL;
- // Create buffers with a default size (they will later be grown as needed)
- FrameRenderBuffers[i].IndexBuffer = NULL;
- FrameRenderBuffers[i].VertexBuffer = NULL;
- FrameRenderBuffers[i].VertexBufferSize = 5000;
- FrameRenderBuffers[i].IndexBufferSize = 10000;
- }
- }
- ~ImGuiViewportDataDx12()
- {
- IM_ASSERT(CommandQueue == NULL && CommandList == NULL);
- IM_ASSERT(RtvDescHeap == NULL);
- IM_ASSERT(SwapChain == NULL);
- IM_ASSERT(Fence == NULL);
- IM_ASSERT(FenceEvent == NULL);
- for (UINT i = 0; i < g_numFramesInFlight; ++i)
- {
- IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL);
- IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL);
- }
- delete[] FrameCtx; FrameCtx = NULL;
- delete[] FrameRenderBuffers; FrameRenderBuffers = NULL;
- }
- };
- template<typename T>
- static void SafeRelease(T*& res)
- {
- if (res)
- res->Release();
- res = NULL;
- }
- static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
- {
- SafeRelease(render_buffers->IndexBuffer);
- SafeRelease(render_buffers->VertexBuffer);
- render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
- }
- struct VERTEX_CONSTANT_BUFFER
- {
- float mvp[4][4];
- };
- // Forward Declarations
- static void ImGui_ImplDX12_InitPlatformInterface();
- static void ImGui_ImplDX12_ShutdownPlatformInterface();
- static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
- {
- // Setup orthographic projection matrix into our constant buffer
- // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
- VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
- {
- float L = draw_data->DisplayPos.x;
- float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
- float T = draw_data->DisplayPos.y;
- float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
- 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(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
- }
- // Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = draw_data->DisplaySize.x;
- vp.Height = draw_data->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 = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
- vbv.SizeInBytes = fr->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 = fr->IndexBuffer->GetGPUVirtualAddress();
- ibv.SizeInBytes = fr->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 blend factor
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendFactor(blend_factor);
- }
- // Render function
- void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
- {
- // Avoid rendering when minimized
- if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
- return;
- ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData;
- render_data->FrameIndex++;
- ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % g_numFramesInFlight];
- // Create and grow vertex/index buffers if needed
- if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
- {
- SafeRelease(fr->VertexBuffer);
- fr->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 = fr->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(&fr->VertexBuffer)) < 0)
- return;
- }
- if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
- {
- SafeRelease(fr->IndexBuffer);
- fr->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 = fr->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(&fr->IndexBuffer)) < 0)
- return;
- }
- // Upload vertex/index data into a single contiguous GPU buffer
- void* vtx_resource, *idx_resource;
- D3D12_RANGE range;
- memset(&range, 0, sizeof(D3D12_RANGE));
- if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
- return;
- if (fr->IndexBuffer->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;
- }
- fr->VertexBuffer->Unmap(0, &range);
- fr->IndexBuffer->Unmap(0, &range);
- // Setup desired DX state
- ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
- // Render command lists
- // (Because we merged all buffers into a single one, we maintain our own offset into them)
- int global_vtx_offset = 0;
- int global_idx_offset = 0;
- ImVec2 clip_off = draw_data->DisplayPos;
- 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 != NULL)
- {
- // User callback, registered via ImDrawList::AddCallback()
- // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
- if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
- else
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // Apply Scissor, Bind texture, Draw
- const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
- if (r.right > r.left && r.bottom > r.top)
- {
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
- }
- }
- }
- global_idx_offset += cmd_list->IdxBuffer.Size;
- global_vtx_offset += cmd_list->VtxBuffer.Size;
- }
- }
- 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);
- SafeRelease(g_pFontTextureResource);
- g_pFontTextureResource = pTexture;
- }
- // Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
- io.Fonts->TexID = (ImTextureID)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;
- ID3DBlob* vertexShaderBlob;
- ID3DBlob* pixelShaderBlob;
- // 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;\
- }";
- if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
- return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
- // Create the input layout
- static D3D12_INPUT_ELEMENT_DESC local_layout[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, 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; \
- }";
- if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
- {
- vertexShaderBlob->Release();
- return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- }
- psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->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;
- }
- HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
- vertexShaderBlob->Release();
- pixelShaderBlob->Release();
- if (result_pipeline_state != S_OK)
- return false;
- ImGui_ImplDX12_CreateFontsTexture();
- return true;
- }
- void ImGui_ImplDX12_InvalidateDeviceObjects()
- {
- if (!g_pd3dDevice)
- return;
- SafeRelease(g_pRootSignature);
- SafeRelease(g_pPipelineState);
- SafeRelease(g_pFontTextureResource);
- ImGuiIO& io = ImGui::GetIO();
- io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- }
- 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 backend capabilities flags
- ImGuiIO& io = ImGui::GetIO();
- io.BackendRendererName = "imgui_impl_dx12";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished..
- g_pd3dDevice = device;
- g_RTVFormat = rtv_format;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_numFramesInFlight = num_frames_in_flight;
- g_pd3dSrvDescHeap = cbv_srv_heap;
- // Create a dummy ImGuiViewportDataDx12 holder for the main viewport,
- // Since this is created and managed by the application, we will only use the ->Resources[] fields.
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)();
- // Setup backend capabilities flags
- io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplDX12_InitPlatformInterface();
- return true;
- }
- void ImGui_ImplDX12_Shutdown()
- {
- // Manually delete main viewport render resources in-case we haven't initialized for viewports
- ImGuiViewport* main_viewport = ImGui::GetMainViewport();
- if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData)
- {
- // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
- IM_DELETE(data);
- main_viewport->RendererUserData = NULL;
- }
- // Clean up windows and device objects
- ImGui_ImplDX12_ShutdownPlatformInterface();
- ImGui_ImplDX12_InvalidateDeviceObjects();
- g_pd3dDevice = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_numFramesInFlight = 0;
- g_pd3dSrvDescHeap = NULL;
- }
- void ImGui_ImplDX12_NewFrame()
- {
- if (!g_pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
- }
- //--------------------------------------------------------------------------------------------------------
- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
- // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
- // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
- //--------------------------------------------------------------------------------------------------------
- static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
- {
- ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)();
- viewport->RendererUserData = data;
- // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
- // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
- HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
- IM_ASSERT(hwnd != 0);
- data->FrameIndex = UINT_MAX;
- // Create command queue.
- D3D12_COMMAND_QUEUE_DESC queue_desc = {};
- queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- HRESULT res = S_OK;
- res = g_pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue));
- IM_ASSERT(res == S_OK);
- // Create command allocator.
- for (UINT i = 0; i < g_numFramesInFlight; ++i)
- {
- res = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator));
- IM_ASSERT(res == S_OK);
- }
- // Create command list.
- res = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList));
- IM_ASSERT(res == S_OK);
- data->CommandList->Close();
- // Create fence.
- res = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence));
- IM_ASSERT(res == S_OK);
- data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
- IM_ASSERT(data->FenceEvent != NULL);
- // Create swap chain
- // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
- DXGI_SWAP_CHAIN_DESC1 sd1;
- ZeroMemory(&sd1, sizeof(sd1));
- sd1.BufferCount = g_numFramesInFlight;
- sd1.Width = (UINT)viewport->Size.x;
- sd1.Height = (UINT)viewport->Size.y;
- sd1.Format = g_RTVFormat;
- sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd1.SampleDesc.Count = 1;
- sd1.SampleDesc.Quality = 0;
- sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
- sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
- sd1.Scaling = DXGI_SCALING_STRETCH;
- sd1.Stereo = FALSE;
- IDXGIFactory4* dxgi_factory = NULL;
- res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
- IM_ASSERT(res == S_OK);
- IDXGISwapChain1* swap_chain = NULL;
- res = dxgi_factory->CreateSwapChainForHwnd(data->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
- IM_ASSERT(res == S_OK);
- dxgi_factory->Release();
- // Or swapChain.As(&mSwapChain)
- IM_ASSERT(data->SwapChain == NULL);
- swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain));
- swap_chain->Release();
- // Create the render targets
- if (data->SwapChain)
- {
- D3D12_DESCRIPTOR_HEAP_DESC desc = {};
- desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
- desc.NumDescriptors = g_numFramesInFlight;
- desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
- desc.NodeMask = 1;
- HRESULT hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap));
- IM_ASSERT(hr == S_OK);
- SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
- D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
- rtv_handle.ptr += rtv_descriptor_size;
- }
- ID3D12Resource* back_buffer;
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- IM_ASSERT(data->FrameCtx[i].RenderTarget == NULL);
- data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
- g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
- data->FrameCtx[i].RenderTarget = back_buffer;
- }
- }
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
- }
- static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
- {
- HRESULT hr = S_FALSE;
- if (data && data->CommandQueue && data->Fence && data->FenceEvent)
- {
- hr = data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
- IM_ASSERT(hr == S_OK);
- ::WaitForSingleObject(data->FenceEvent, 0); // Reset any forgotten waits
- hr = data->Fence->SetEventOnCompletion(data->FenceSignaledValue, data->FenceEvent);
- IM_ASSERT(hr == S_OK);
- ::WaitForSingleObject(data->FenceEvent, INFINITE);
- }
- }
- static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
- {
- // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
- if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
- {
- ImGui_WaitForPendingOperations(data);
- SafeRelease(data->CommandQueue);
- SafeRelease(data->CommandList);
- SafeRelease(data->SwapChain);
- SafeRelease(data->RtvDescHeap);
- SafeRelease(data->Fence);
- ::CloseHandle(data->FenceEvent);
- data->FenceEvent = NULL;
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- SafeRelease(data->FrameCtx[i].RenderTarget);
- SafeRelease(data->FrameCtx[i].CommandAllocator);
- ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
- }
- IM_DELETE(data);
- }
- viewport->RendererUserData = NULL;
- }
- static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
- {
- ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
- ImGui_WaitForPendingOperations(data);
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- SafeRelease(data->FrameCtx[i].RenderTarget);
- if (data->SwapChain)
- {
- ID3D12Resource* back_buffer = NULL;
- data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
- g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
- data->FrameCtx[i].RenderTarget = back_buffer;
- }
- }
- }
- static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
- {
- ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
- ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
- UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex();
- const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = data->FrameCtx[back_buffer_idx].RenderTarget;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
- // Draw
- ID3D12GraphicsCommandList* cmd_list = data->CommandList;
- frame_context->CommandAllocator->Reset();
- cmd_list->Reset(frame_context->CommandAllocator, NULL);
- cmd_list->ResourceBarrier(1, &barrier);
- cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
- cmd_list->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
- ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
- cmd_list->ResourceBarrier(1, &barrier);
- cmd_list->Close();
- data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue);
- data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
- data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
- }
- static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
- {
- ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
- data->SwapChain->Present(0, 0);
- while (data->Fence->GetCompletedValue() < data->FenceSignaledValue)
- ::SwitchToThread();
- }
- void ImGui_ImplDX12_InitPlatformInterface()
- {
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
- platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
- platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
- platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
- platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
- }
- void ImGui_ImplDX12_ShutdownPlatformInterface()
- {
- ImGui::DestroyPlatformWindows();
- }
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