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