imgui_impl_dx12.cpp 35 KB

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  1. // dear imgui: Renderer Backend for DirectX12
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  6. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
  7. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
  8. // To build this on 32-bit systems:
  9. // - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
  10. // - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
  11. // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
  12. // - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
  13. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  14. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  15. // Learn about Dear ImGui:
  16. // - FAQ https://dearimgui.com/faq
  17. // - Getting Started https://dearimgui.com/getting-started
  18. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  19. // - Introduction, links and more at the top of imgui.cpp
  20. // CHANGELOG
  21. // (minor and older changes stripped away, please see git history for details)
  22. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  23. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  24. // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  25. // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
  26. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
  27. // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
  28. // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
  29. // 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
  30. // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  31. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  32. // 2019-03-29: Misc: Various minor tidying up.
  33. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  34. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  35. // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
  36. // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
  37. // 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).
  38. // 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
  39. #include "imgui.h"
  40. #ifndef IMGUI_DISABLE
  41. #include "imgui_impl_dx12.h"
  42. // DirectX
  43. #include <d3d12.h>
  44. #include <dxgi1_4.h>
  45. #include <d3dcompiler.h>
  46. #ifdef _MSC_VER
  47. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  48. #endif
  49. // DirectX data
  50. struct ImGui_ImplDX12_RenderBuffers;
  51. struct ImGui_ImplDX12_Data
  52. {
  53. ID3D12Device* pd3dDevice;
  54. ID3D12RootSignature* pRootSignature;
  55. ID3D12PipelineState* pPipelineState;
  56. DXGI_FORMAT RTVFormat;
  57. ID3D12Resource* pFontTextureResource;
  58. D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
  59. D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
  60. ID3D12DescriptorHeap* pd3dSrvDescHeap;
  61. UINT numFramesInFlight;
  62. ImGui_ImplDX12_RenderBuffers* pFrameResources;
  63. UINT frameIndex;
  64. ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
  65. };
  66. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  67. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  68. static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
  69. {
  70. return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  71. }
  72. // Buffers used during the rendering of a frame
  73. struct ImGui_ImplDX12_RenderBuffers
  74. {
  75. ID3D12Resource* IndexBuffer;
  76. ID3D12Resource* VertexBuffer;
  77. int IndexBufferSize;
  78. int VertexBufferSize;
  79. };
  80. struct VERTEX_CONSTANT_BUFFER_DX12
  81. {
  82. float mvp[4][4];
  83. };
  84. // Functions
  85. static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
  86. {
  87. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  88. // Setup orthographic projection matrix into our constant buffer
  89. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  90. VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
  91. {
  92. float L = draw_data->DisplayPos.x;
  93. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  94. float T = draw_data->DisplayPos.y;
  95. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  96. float mvp[4][4] =
  97. {
  98. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  99. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  100. { 0.0f, 0.0f, 0.5f, 0.0f },
  101. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  102. };
  103. memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
  104. }
  105. // Setup viewport
  106. D3D12_VIEWPORT vp;
  107. memset(&vp, 0, sizeof(D3D12_VIEWPORT));
  108. vp.Width = draw_data->DisplaySize.x;
  109. vp.Height = draw_data->DisplaySize.y;
  110. vp.MinDepth = 0.0f;
  111. vp.MaxDepth = 1.0f;
  112. vp.TopLeftX = vp.TopLeftY = 0.0f;
  113. ctx->RSSetViewports(1, &vp);
  114. // Bind shader and vertex buffers
  115. unsigned int stride = sizeof(ImDrawVert);
  116. unsigned int offset = 0;
  117. D3D12_VERTEX_BUFFER_VIEW vbv;
  118. memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  119. vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
  120. vbv.SizeInBytes = fr->VertexBufferSize * stride;
  121. vbv.StrideInBytes = stride;
  122. ctx->IASetVertexBuffers(0, 1, &vbv);
  123. D3D12_INDEX_BUFFER_VIEW ibv;
  124. memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
  125. ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
  126. ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
  127. ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  128. ctx->IASetIndexBuffer(&ibv);
  129. ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  130. ctx->SetPipelineState(bd->pPipelineState);
  131. ctx->SetGraphicsRootSignature(bd->pRootSignature);
  132. ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
  133. // Setup blend factor
  134. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  135. ctx->OMSetBlendFactor(blend_factor);
  136. }
  137. template<typename T>
  138. static inline void SafeRelease(T*& res)
  139. {
  140. if (res)
  141. res->Release();
  142. res = nullptr;
  143. }
  144. // Render function
  145. void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
  146. {
  147. // Avoid rendering when minimized
  148. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  149. return;
  150. // FIXME: I'm assuming that this only gets called once per frame!
  151. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  152. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  153. bd->frameIndex = bd->frameIndex + 1;
  154. ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  155. // Create and grow vertex/index buffers if needed
  156. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  157. {
  158. SafeRelease(fr->VertexBuffer);
  159. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  160. D3D12_HEAP_PROPERTIES props;
  161. memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
  162. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  163. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  164. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  165. D3D12_RESOURCE_DESC desc;
  166. memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
  167. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  168. desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
  169. desc.Height = 1;
  170. desc.DepthOrArraySize = 1;
  171. desc.MipLevels = 1;
  172. desc.Format = DXGI_FORMAT_UNKNOWN;
  173. desc.SampleDesc.Count = 1;
  174. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  175. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  176. if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
  177. return;
  178. }
  179. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  180. {
  181. SafeRelease(fr->IndexBuffer);
  182. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  183. D3D12_HEAP_PROPERTIES props;
  184. memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
  185. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  186. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  187. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  188. D3D12_RESOURCE_DESC desc;
  189. memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
  190. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  191. desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
  192. desc.Height = 1;
  193. desc.DepthOrArraySize = 1;
  194. desc.MipLevels = 1;
  195. desc.Format = DXGI_FORMAT_UNKNOWN;
  196. desc.SampleDesc.Count = 1;
  197. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  198. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  199. if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
  200. return;
  201. }
  202. // Upload vertex/index data into a single contiguous GPU buffer
  203. void* vtx_resource, *idx_resource;
  204. D3D12_RANGE range;
  205. memset(&range, 0, sizeof(D3D12_RANGE));
  206. if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
  207. return;
  208. if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
  209. return;
  210. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
  211. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
  212. for (int n = 0; n < draw_data->CmdListsCount; n++)
  213. {
  214. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  215. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  216. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  217. vtx_dst += cmd_list->VtxBuffer.Size;
  218. idx_dst += cmd_list->IdxBuffer.Size;
  219. }
  220. fr->VertexBuffer->Unmap(0, &range);
  221. fr->IndexBuffer->Unmap(0, &range);
  222. // Setup desired DX state
  223. ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
  224. // Render command lists
  225. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  226. int global_vtx_offset = 0;
  227. int global_idx_offset = 0;
  228. ImVec2 clip_off = draw_data->DisplayPos;
  229. for (int n = 0; n < draw_data->CmdListsCount; n++)
  230. {
  231. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  232. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  233. {
  234. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  235. if (pcmd->UserCallback != nullptr)
  236. {
  237. // User callback, registered via ImDrawList::AddCallback()
  238. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  239. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  240. ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
  241. else
  242. pcmd->UserCallback(cmd_list, pcmd);
  243. }
  244. else
  245. {
  246. // Project scissor/clipping rectangles into framebuffer space
  247. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  248. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  249. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  250. continue;
  251. // Apply Scissor/clipping rectangle, Bind texture, Draw
  252. const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  253. D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
  254. texture_handle.ptr = (UINT64)pcmd->GetTexID();
  255. ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
  256. ctx->RSSetScissorRects(1, &r);
  257. ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  258. }
  259. }
  260. global_idx_offset += cmd_list->IdxBuffer.Size;
  261. global_vtx_offset += cmd_list->VtxBuffer.Size;
  262. }
  263. }
  264. static void ImGui_ImplDX12_CreateFontsTexture()
  265. {
  266. // Build texture atlas
  267. ImGuiIO& io = ImGui::GetIO();
  268. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  269. unsigned char* pixels;
  270. int width, height;
  271. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  272. // Upload texture to graphics system
  273. {
  274. D3D12_HEAP_PROPERTIES props;
  275. memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
  276. props.Type = D3D12_HEAP_TYPE_DEFAULT;
  277. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  278. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  279. D3D12_RESOURCE_DESC desc;
  280. ZeroMemory(&desc, sizeof(desc));
  281. desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  282. desc.Alignment = 0;
  283. desc.Width = width;
  284. desc.Height = height;
  285. desc.DepthOrArraySize = 1;
  286. desc.MipLevels = 1;
  287. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  288. desc.SampleDesc.Count = 1;
  289. desc.SampleDesc.Quality = 0;
  290. desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  291. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  292. ID3D12Resource* pTexture = nullptr;
  293. bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
  294. D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
  295. UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
  296. UINT uploadSize = height * uploadPitch;
  297. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  298. desc.Alignment = 0;
  299. desc.Width = uploadSize;
  300. desc.Height = 1;
  301. desc.DepthOrArraySize = 1;
  302. desc.MipLevels = 1;
  303. desc.Format = DXGI_FORMAT_UNKNOWN;
  304. desc.SampleDesc.Count = 1;
  305. desc.SampleDesc.Quality = 0;
  306. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  307. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  308. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  309. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  310. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  311. ID3D12Resource* uploadBuffer = nullptr;
  312. HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
  313. D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
  314. IM_ASSERT(SUCCEEDED(hr));
  315. void* mapped = nullptr;
  316. D3D12_RANGE range = { 0, uploadSize };
  317. hr = uploadBuffer->Map(0, &range, &mapped);
  318. IM_ASSERT(SUCCEEDED(hr));
  319. for (int y = 0; y < height; y++)
  320. memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
  321. uploadBuffer->Unmap(0, &range);
  322. D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
  323. srcLocation.pResource = uploadBuffer;
  324. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
  325. srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  326. srcLocation.PlacedFootprint.Footprint.Width = width;
  327. srcLocation.PlacedFootprint.Footprint.Height = height;
  328. srcLocation.PlacedFootprint.Footprint.Depth = 1;
  329. srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
  330. D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
  331. dstLocation.pResource = pTexture;
  332. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  333. dstLocation.SubresourceIndex = 0;
  334. D3D12_RESOURCE_BARRIER barrier = {};
  335. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  336. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  337. barrier.Transition.pResource = pTexture;
  338. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  339. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
  340. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  341. ID3D12Fence* fence = nullptr;
  342. hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
  343. IM_ASSERT(SUCCEEDED(hr));
  344. HANDLE event = CreateEvent(0, 0, 0, 0);
  345. IM_ASSERT(event != nullptr);
  346. D3D12_COMMAND_QUEUE_DESC queueDesc = {};
  347. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  348. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  349. queueDesc.NodeMask = 1;
  350. ID3D12CommandQueue* cmdQueue = nullptr;
  351. hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
  352. IM_ASSERT(SUCCEEDED(hr));
  353. ID3D12CommandAllocator* cmdAlloc = nullptr;
  354. hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
  355. IM_ASSERT(SUCCEEDED(hr));
  356. ID3D12GraphicsCommandList* cmdList = nullptr;
  357. hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
  358. IM_ASSERT(SUCCEEDED(hr));
  359. cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
  360. cmdList->ResourceBarrier(1, &barrier);
  361. hr = cmdList->Close();
  362. IM_ASSERT(SUCCEEDED(hr));
  363. cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
  364. hr = cmdQueue->Signal(fence, 1);
  365. IM_ASSERT(SUCCEEDED(hr));
  366. fence->SetEventOnCompletion(1, event);
  367. WaitForSingleObject(event, INFINITE);
  368. cmdList->Release();
  369. cmdAlloc->Release();
  370. cmdQueue->Release();
  371. CloseHandle(event);
  372. fence->Release();
  373. uploadBuffer->Release();
  374. // Create texture view
  375. D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
  376. ZeroMemory(&srvDesc, sizeof(srvDesc));
  377. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  378. srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  379. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  380. srvDesc.Texture2D.MostDetailedMip = 0;
  381. srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  382. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
  383. SafeRelease(bd->pFontTextureResource);
  384. bd->pFontTextureResource = pTexture;
  385. }
  386. // Store our identifier
  387. // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
  388. // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
  389. // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
  390. // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
  391. // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
  392. // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
  393. // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
  394. static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  395. io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
  396. }
  397. bool ImGui_ImplDX12_CreateDeviceObjects()
  398. {
  399. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  400. if (!bd || !bd->pd3dDevice)
  401. return false;
  402. if (bd->pPipelineState)
  403. ImGui_ImplDX12_InvalidateDeviceObjects();
  404. // Create the root signature
  405. {
  406. D3D12_DESCRIPTOR_RANGE descRange = {};
  407. descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  408. descRange.NumDescriptors = 1;
  409. descRange.BaseShaderRegister = 0;
  410. descRange.RegisterSpace = 0;
  411. descRange.OffsetInDescriptorsFromTableStart = 0;
  412. D3D12_ROOT_PARAMETER param[2] = {};
  413. param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
  414. param[0].Constants.ShaderRegister = 0;
  415. param[0].Constants.RegisterSpace = 0;
  416. param[0].Constants.Num32BitValues = 16;
  417. param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
  418. param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  419. param[1].DescriptorTable.NumDescriptorRanges = 1;
  420. param[1].DescriptorTable.pDescriptorRanges = &descRange;
  421. param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  422. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  423. D3D12_STATIC_SAMPLER_DESC staticSampler = {};
  424. staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
  425. staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
  426. staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
  427. staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
  428. staticSampler.MipLODBias = 0.f;
  429. staticSampler.MaxAnisotropy = 0;
  430. staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  431. staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  432. staticSampler.MinLOD = 0.f;
  433. staticSampler.MaxLOD = 0.f;
  434. staticSampler.ShaderRegister = 0;
  435. staticSampler.RegisterSpace = 0;
  436. staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  437. D3D12_ROOT_SIGNATURE_DESC desc = {};
  438. desc.NumParameters = _countof(param);
  439. desc.pParameters = param;
  440. desc.NumStaticSamplers = 1;
  441. desc.pStaticSamplers = &staticSampler;
  442. desc.Flags =
  443. D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
  444. D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
  445. D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
  446. D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  447. // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
  448. // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
  449. static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
  450. if (d3d12_dll == nullptr)
  451. {
  452. // Attempt to load d3d12.dll from local directories. This will only succeed if
  453. // (1) the current OS is Windows 7, and
  454. // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
  455. // See https://github.com/ocornut/imgui/pull/3696 for details.
  456. const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
  457. for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
  458. if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
  459. break;
  460. // If failed, we are on Windows >= 10.
  461. if (d3d12_dll == nullptr)
  462. d3d12_dll = ::LoadLibraryA("d3d12.dll");
  463. if (d3d12_dll == nullptr)
  464. return false;
  465. }
  466. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
  467. if (D3D12SerializeRootSignatureFn == nullptr)
  468. return false;
  469. ID3DBlob* blob = nullptr;
  470. if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
  471. return false;
  472. bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
  473. blob->Release();
  474. }
  475. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  476. // If you would like to use this DX12 sample code but remove this dependency you can:
  477. // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
  478. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  479. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  480. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
  481. memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
  482. psoDesc.NodeMask = 1;
  483. psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
  484. psoDesc.pRootSignature = bd->pRootSignature;
  485. psoDesc.SampleMask = UINT_MAX;
  486. psoDesc.NumRenderTargets = 1;
  487. psoDesc.RTVFormats[0] = bd->RTVFormat;
  488. psoDesc.SampleDesc.Count = 1;
  489. psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  490. ID3DBlob* vertexShaderBlob;
  491. ID3DBlob* pixelShaderBlob;
  492. // Create the vertex shader
  493. {
  494. static const char* vertexShader =
  495. "cbuffer vertexBuffer : register(b0) \
  496. {\
  497. float4x4 ProjectionMatrix; \
  498. };\
  499. struct VS_INPUT\
  500. {\
  501. float2 pos : POSITION;\
  502. float4 col : COLOR0;\
  503. float2 uv : TEXCOORD0;\
  504. };\
  505. \
  506. struct PS_INPUT\
  507. {\
  508. float4 pos : SV_POSITION;\
  509. float4 col : COLOR0;\
  510. float2 uv : TEXCOORD0;\
  511. };\
  512. \
  513. PS_INPUT main(VS_INPUT input)\
  514. {\
  515. PS_INPUT output;\
  516. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  517. output.col = input.col;\
  518. output.uv = input.uv;\
  519. return output;\
  520. }";
  521. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
  522. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  523. psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
  524. // Create the input layout
  525. static D3D12_INPUT_ELEMENT_DESC local_layout[] =
  526. {
  527. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  528. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  529. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  530. };
  531. psoDesc.InputLayout = { local_layout, 3 };
  532. }
  533. // Create the pixel shader
  534. {
  535. static const char* pixelShader =
  536. "struct PS_INPUT\
  537. {\
  538. float4 pos : SV_POSITION;\
  539. float4 col : COLOR0;\
  540. float2 uv : TEXCOORD0;\
  541. };\
  542. SamplerState sampler0 : register(s0);\
  543. Texture2D texture0 : register(t0);\
  544. \
  545. float4 main(PS_INPUT input) : SV_Target\
  546. {\
  547. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  548. return out_col; \
  549. }";
  550. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
  551. {
  552. vertexShaderBlob->Release();
  553. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  554. }
  555. psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
  556. }
  557. // Create the blending setup
  558. {
  559. D3D12_BLEND_DESC& desc = psoDesc.BlendState;
  560. desc.AlphaToCoverageEnable = false;
  561. desc.RenderTarget[0].BlendEnable = true;
  562. desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
  563. desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
  564. desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
  565. desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
  566. desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
  567. desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
  568. desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
  569. }
  570. // Create the rasterizer state
  571. {
  572. D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
  573. desc.FillMode = D3D12_FILL_MODE_SOLID;
  574. desc.CullMode = D3D12_CULL_MODE_NONE;
  575. desc.FrontCounterClockwise = FALSE;
  576. desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
  577. desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
  578. desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
  579. desc.DepthClipEnable = true;
  580. desc.MultisampleEnable = FALSE;
  581. desc.AntialiasedLineEnable = FALSE;
  582. desc.ForcedSampleCount = 0;
  583. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  584. }
  585. // Create depth-stencil State
  586. {
  587. D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
  588. desc.DepthEnable = false;
  589. desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
  590. desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  591. desc.StencilEnable = false;
  592. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
  593. desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  594. desc.BackFace = desc.FrontFace;
  595. }
  596. HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
  597. vertexShaderBlob->Release();
  598. pixelShaderBlob->Release();
  599. if (result_pipeline_state != S_OK)
  600. return false;
  601. ImGui_ImplDX12_CreateFontsTexture();
  602. return true;
  603. }
  604. void ImGui_ImplDX12_InvalidateDeviceObjects()
  605. {
  606. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  607. if (!bd || !bd->pd3dDevice)
  608. return;
  609. ImGuiIO& io = ImGui::GetIO();
  610. SafeRelease(bd->pRootSignature);
  611. SafeRelease(bd->pPipelineState);
  612. SafeRelease(bd->pFontTextureResource);
  613. io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  614. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  615. {
  616. ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
  617. SafeRelease(fr->IndexBuffer);
  618. SafeRelease(fr->VertexBuffer);
  619. }
  620. }
  621. bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
  622. D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
  623. {
  624. ImGuiIO& io = ImGui::GetIO();
  625. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  626. // Setup backend capabilities flags
  627. ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
  628. io.BackendRendererUserData = (void*)bd;
  629. io.BackendRendererName = "imgui_impl_dx12";
  630. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  631. bd->pd3dDevice = device;
  632. bd->RTVFormat = rtv_format;
  633. bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
  634. bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
  635. bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
  636. bd->numFramesInFlight = num_frames_in_flight;
  637. bd->pd3dSrvDescHeap = cbv_srv_heap;
  638. bd->frameIndex = UINT_MAX;
  639. // Create buffers with a default size (they will later be grown as needed)
  640. for (int i = 0; i < num_frames_in_flight; i++)
  641. {
  642. ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
  643. fr->IndexBuffer = nullptr;
  644. fr->VertexBuffer = nullptr;
  645. fr->IndexBufferSize = 10000;
  646. fr->VertexBufferSize = 5000;
  647. }
  648. return true;
  649. }
  650. void ImGui_ImplDX12_Shutdown()
  651. {
  652. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  653. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  654. ImGuiIO& io = ImGui::GetIO();
  655. // Clean up windows and device objects
  656. ImGui_ImplDX12_InvalidateDeviceObjects();
  657. delete[] bd->pFrameResources;
  658. io.BackendRendererName = nullptr;
  659. io.BackendRendererUserData = nullptr;
  660. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  661. IM_DELETE(bd);
  662. }
  663. void ImGui_ImplDX12_NewFrame()
  664. {
  665. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  666. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
  667. if (!bd->pPipelineState)
  668. ImGui_ImplDX12_CreateDeviceObjects();
  669. }
  670. //-----------------------------------------------------------------------------
  671. #endif // #ifndef IMGUI_DISABLE