main.cpp 18 KB

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