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