main.cpp 19 KB

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  1. // Dear ImGui: standalone example application for DirectX 12
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. // Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
  5. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
  6. // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
  7. #include "imgui.h"
  8. #include "imgui_impl_win32.h"
  9. #include "imgui_impl_dx12.h"
  10. #include <d3d12.h>
  11. #include <dxgi1_4.h>
  12. #include <tchar.h>
  13. #ifdef _DEBUG
  14. #define DX12_ENABLE_DEBUG_LAYER
  15. #endif
  16. #ifdef DX12_ENABLE_DEBUG_LAYER
  17. #include <dxgidebug.h>
  18. #pragma comment(lib, "dxguid.lib")
  19. #endif
  20. struct FrameContext
  21. {
  22. ID3D12CommandAllocator* CommandAllocator;
  23. UINT64 FenceValue;
  24. };
  25. // Data
  26. static int const NUM_FRAMES_IN_FLIGHT = 3;
  27. static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
  28. static UINT g_frameIndex = 0;
  29. static int const NUM_BACK_BUFFERS = 3;
  30. static ID3D12Device* g_pd3dDevice = NULL;
  31. static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
  32. static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
  33. static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
  34. static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
  35. static ID3D12Fence* g_fence = NULL;
  36. static HANDLE g_fenceEvent = NULL;
  37. static UINT64 g_fenceLastSignaledValue = 0;
  38. static IDXGISwapChain3* g_pSwapChain = NULL;
  39. static HANDLE g_hSwapChainWaitableObject = NULL;
  40. static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
  41. static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
  42. // Forward declarations of helper functions
  43. bool CreateDeviceD3D(HWND hWnd);
  44. void CleanupDeviceD3D();
  45. void CreateRenderTarget();
  46. void CleanupRenderTarget();
  47. void WaitForLastSubmittedFrame();
  48. FrameContext* WaitForNextFrameResources();
  49. void ResizeSwapChain(HWND hWnd, int width, int height);
  50. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  51. // Main code
  52. int main(int, char**)
  53. {
  54. // Create application window
  55. //ImGui_ImplWin32_EnableDpiAwareness();
  56. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  57. ::RegisterClassEx(&wc);
  58. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  59. // Initialize Direct3D
  60. if (!CreateDeviceD3D(hwnd))
  61. {
  62. CleanupDeviceD3D();
  63. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  64. return 1;
  65. }
  66. // Show the window
  67. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  68. ::UpdateWindow(hwnd);
  69. // Setup Dear ImGui context
  70. IMGUI_CHECKVERSION();
  71. ImGui::CreateContext();
  72. ImGuiIO& io = ImGui::GetIO(); (void)io;
  73. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  74. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  75. // Setup Dear ImGui style
  76. ImGui::StyleColorsDark();
  77. //ImGui::StyleColorsClassic();
  78. // Setup Platform/Renderer backends
  79. ImGui_ImplWin32_Init(hwnd);
  80. ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
  81. DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
  82. g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
  83. g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
  84. // Load Fonts
  85. // - 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.
  86. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  87. // - 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).
  88. // - 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.
  89. // - Read 'docs/FONTS.md' for more instructions and details.
  90. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  91. //io.Fonts->AddFontDefault();
  92. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  93. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  94. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  95. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  96. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  97. //IM_ASSERT(font != NULL);
  98. // Our state
  99. bool show_demo_window = true;
  100. bool show_another_window = false;
  101. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  102. // Main loop
  103. MSG msg;
  104. ZeroMemory(&msg, sizeof(msg));
  105. while (msg.message != WM_QUIT)
  106. {
  107. // Poll and handle messages (inputs, window resize, etc.)
  108. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  109. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  110. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  111. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  112. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  113. {
  114. ::TranslateMessage(&msg);
  115. ::DispatchMessage(&msg);
  116. continue;
  117. }
  118. // Start the Dear ImGui frame
  119. ImGui_ImplDX12_NewFrame();
  120. ImGui_ImplWin32_NewFrame();
  121. ImGui::NewFrame();
  122. // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
  123. if (show_demo_window)
  124. ImGui::ShowDemoWindow(&show_demo_window);
  125. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  126. {
  127. static float f = 0.0f;
  128. static int counter = 0;
  129. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  130. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  131. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  132. ImGui::Checkbox("Another Window", &show_another_window);
  133. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  134. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  135. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  136. counter++;
  137. ImGui::SameLine();
  138. ImGui::Text("counter = %d", counter);
  139. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  140. ImGui::End();
  141. }
  142. // 3. Show another simple window.
  143. if (show_another_window)
  144. {
  145. ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
  146. ImGui::Text("Hello from another window!");
  147. if (ImGui::Button("Close Me"))
  148. show_another_window = false;
  149. ImGui::End();
  150. }
  151. // Rendering
  152. ImGui::Render();
  153. FrameContext* frameCtx = WaitForNextFrameResources();
  154. UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
  155. frameCtx->CommandAllocator->Reset();
  156. D3D12_RESOURCE_BARRIER barrier = {};
  157. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  158. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  159. barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
  160. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  161. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  162. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  163. g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
  164. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  165. // Render Dear ImGui graphics
  166. const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  167. g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
  168. g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
  169. g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
  170. ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
  171. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  172. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  173. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  174. g_pd3dCommandList->Close();
  175. g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
  176. g_pSwapChain->Present(1, 0); // Present with vsync
  177. //g_pSwapChain->Present(0, 0); // Present without vsync
  178. UINT64 fenceValue = g_fenceLastSignaledValue + 1;
  179. g_pd3dCommandQueue->Signal(g_fence, fenceValue);
  180. g_fenceLastSignaledValue = fenceValue;
  181. frameCtx->FenceValue = fenceValue;
  182. }
  183. WaitForLastSubmittedFrame();
  184. // Cleanup
  185. ImGui_ImplDX12_Shutdown();
  186. ImGui_ImplWin32_Shutdown();
  187. ImGui::DestroyContext();
  188. CleanupDeviceD3D();
  189. ::DestroyWindow(hwnd);
  190. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  191. return 0;
  192. }
  193. // Helper functions
  194. bool CreateDeviceD3D(HWND hWnd)
  195. {
  196. // Setup swap chain
  197. DXGI_SWAP_CHAIN_DESC1 sd;
  198. {
  199. ZeroMemory(&sd, sizeof(sd));
  200. sd.BufferCount = NUM_BACK_BUFFERS;
  201. sd.Width = 0;
  202. sd.Height = 0;
  203. sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  204. sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
  205. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  206. sd.SampleDesc.Count = 1;
  207. sd.SampleDesc.Quality = 0;
  208. sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  209. sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
  210. sd.Scaling = DXGI_SCALING_STRETCH;
  211. sd.Stereo = FALSE;
  212. }
  213. // [DEBUG] Enable debug interface
  214. #ifdef DX12_ENABLE_DEBUG_LAYER
  215. ID3D12Debug* pdx12Debug = NULL;
  216. if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
  217. pdx12Debug->EnableDebugLayer();
  218. #endif
  219. // Create device
  220. D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
  221. if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
  222. return false;
  223. // [DEBUG] Setup debug interface to break on any warnings/errors
  224. #ifdef DX12_ENABLE_DEBUG_LAYER
  225. if (pdx12Debug != NULL)
  226. {
  227. ID3D12InfoQueue* pInfoQueue = NULL;
  228. g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
  229. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  230. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  231. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
  232. pInfoQueue->Release();
  233. pdx12Debug->Release();
  234. }
  235. #endif
  236. {
  237. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  238. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  239. desc.NumDescriptors = NUM_BACK_BUFFERS;
  240. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  241. desc.NodeMask = 1;
  242. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
  243. return false;
  244. SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  245. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
  246. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  247. {
  248. g_mainRenderTargetDescriptor[i] = rtvHandle;
  249. rtvHandle.ptr += rtvDescriptorSize;
  250. }
  251. }
  252. {
  253. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  254. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  255. desc.NumDescriptors = 1;
  256. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  257. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
  258. return false;
  259. }
  260. {
  261. D3D12_COMMAND_QUEUE_DESC desc = {};
  262. desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  263. desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  264. desc.NodeMask = 1;
  265. if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
  266. return false;
  267. }
  268. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  269. if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
  270. return false;
  271. if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
  272. g_pd3dCommandList->Close() != S_OK)
  273. return false;
  274. if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
  275. return false;
  276. g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
  277. if (g_fenceEvent == NULL)
  278. return false;
  279. {
  280. IDXGIFactory4* dxgiFactory = NULL;
  281. IDXGISwapChain1* swapChain1 = NULL;
  282. if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
  283. return false;
  284. if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
  285. return false;
  286. if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
  287. return false;
  288. swapChain1->Release();
  289. dxgiFactory->Release();
  290. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  291. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  292. }
  293. CreateRenderTarget();
  294. return true;
  295. }
  296. void CleanupDeviceD3D()
  297. {
  298. CleanupRenderTarget();
  299. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  300. if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
  301. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  302. if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
  303. if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
  304. if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
  305. if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
  306. if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
  307. if (g_fence) { g_fence->Release(); g_fence = NULL; }
  308. if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
  309. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  310. #ifdef DX12_ENABLE_DEBUG_LAYER
  311. IDXGIDebug1* pDebug = NULL;
  312. if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
  313. {
  314. pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
  315. pDebug->Release();
  316. }
  317. #endif
  318. }
  319. void CreateRenderTarget()
  320. {
  321. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  322. {
  323. ID3D12Resource* pBackBuffer = NULL;
  324. g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
  325. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
  326. g_mainRenderTargetResource[i] = pBackBuffer;
  327. }
  328. }
  329. void CleanupRenderTarget()
  330. {
  331. WaitForLastSubmittedFrame();
  332. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  333. if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
  334. }
  335. void WaitForLastSubmittedFrame()
  336. {
  337. FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
  338. UINT64 fenceValue = frameCtx->FenceValue;
  339. if (fenceValue == 0)
  340. return; // No fence was signaled
  341. frameCtx->FenceValue = 0;
  342. if (g_fence->GetCompletedValue() >= fenceValue)
  343. return;
  344. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  345. WaitForSingleObject(g_fenceEvent, INFINITE);
  346. }
  347. FrameContext* WaitForNextFrameResources()
  348. {
  349. UINT nextFrameIndex = g_frameIndex + 1;
  350. g_frameIndex = nextFrameIndex;
  351. HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
  352. DWORD numWaitableObjects = 1;
  353. FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
  354. UINT64 fenceValue = frameCtx->FenceValue;
  355. if (fenceValue != 0) // means no fence was signaled
  356. {
  357. frameCtx->FenceValue = 0;
  358. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  359. waitableObjects[1] = g_fenceEvent;
  360. numWaitableObjects = 2;
  361. }
  362. WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
  363. return frameCtx;
  364. }
  365. void ResizeSwapChain(HWND hWnd, int width, int height)
  366. {
  367. DXGI_SWAP_CHAIN_DESC1 sd;
  368. g_pSwapChain->GetDesc1(&sd);
  369. sd.Width = width;
  370. sd.Height = height;
  371. IDXGIFactory4* dxgiFactory = NULL;
  372. g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
  373. g_pSwapChain->Release();
  374. CloseHandle(g_hSwapChainWaitableObject);
  375. IDXGISwapChain1* swapChain1 = NULL;
  376. dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
  377. swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
  378. swapChain1->Release();
  379. dxgiFactory->Release();
  380. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  381. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  382. assert(g_hSwapChainWaitableObject != NULL);
  383. }
  384. // Forward declare message handler from imgui_impl_win32.cpp
  385. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  386. // Win32 message handler
  387. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  388. {
  389. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  390. return true;
  391. switch (msg)
  392. {
  393. case WM_SIZE:
  394. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  395. {
  396. WaitForLastSubmittedFrame();
  397. ImGui_ImplDX12_InvalidateDeviceObjects();
  398. CleanupRenderTarget();
  399. ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
  400. CreateRenderTarget();
  401. ImGui_ImplDX12_CreateDeviceObjects();
  402. }
  403. return 0;
  404. case WM_SYSCOMMAND:
  405. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  406. return 0;
  407. break;
  408. case WM_DESTROY:
  409. ::PostQuitMessage(0);
  410. return 0;
  411. }
  412. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  413. }