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- // ImGui Win32 + DirectX12 binding
- // In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
- // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
- // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
- // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
- // https://github.com/ocornut/imgui
- #include <imgui.h>
- #include "imgui_impl_dx12.h"
- // DirectX
- #include <d3d12.h>
- #include <d3dcompiler.h>
- struct FrameResources
- {
- ID3D12Resource* IB;
- ID3D12Resource* VB;
- int VertexBufferSize;
- int IndexBufferSize;
- };
- // Data
- static INT64 g_Time = 0;
- static INT64 g_TicksPerSecond = 0;
- static HWND g_hWnd = 0;
- static ID3D12Device* g_pd3dDevice = NULL;
- static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
- static ID3D10Blob* g_pVertexShaderBlob = NULL;
- static ID3D10Blob* g_pPixelShaderBlob = NULL;
- static ID3D12RootSignature* g_pRootSignature = NULL;
- static ID3D12PipelineState* g_pPipelineState = NULL;
- static ID3D12Resource* g_pFontTextureResource = NULL;
- static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
- static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
- static FrameResources* g_pFrameResources = NULL;
- static UINT g_numFramesInFlight = 0;
- static UINT g_frameIndex = UINT_MAX;
- struct VERTEX_CONSTANT_BUFFER
- {
- float mvp[4][4];
- };
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // If text or lines are blurry when integrating ImGui in your engine:
- // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
- void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
- {
- // NOTE: I'm assuming that this only get's called once per frame! If not,
- // we can't just re-allocate the IB or VB, we'll have to do a proper
- // allocator.
- g_frameIndex = g_frameIndex + 1;
- FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
- ID3D12Resource* g_pVB = frameResources->VB;
- ID3D12Resource* g_pIB = frameResources->IB;
- int g_VertexBufferSize = frameResources->VertexBufferSize;
- int g_IndexBufferSize = frameResources->IndexBufferSize;
- ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
- return;
- frameResources->VB = g_pVB;
- frameResources->VertexBufferSize = g_VertexBufferSize;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
- return;
- frameResources->IB = g_pIB;
- frameResources->IndexBufferSize = g_IndexBufferSize;
- }
- // Copy and convert all vertices into a single contiguous buffer
- void* vtx_resource, *idx_resource;
- D3D12_RANGE range;
- memset(&range, 0, sizeof(D3D12_RANGE));
- if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
- return;
- if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- g_pVB->Unmap(0, &range);
- g_pIB->Unmap(0, &range);
- // Setup orthographic projection matrix into our constant buffer
- VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
- {
- VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
- float L = 0.0f;
- float R = ImGui::GetIO().DisplaySize.x;
- float B = ImGui::GetIO().DisplaySize.y;
- float T = 0.0f;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- }
- // Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0.0f;
- ctx->RSSetViewports(1, &vp);
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- D3D12_VERTEX_BUFFER_VIEW vbv;
- memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
- vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
- vbv.SizeInBytes = g_VertexBufferSize * stride;
- vbv.StrideInBytes = stride;
- ctx->IASetVertexBuffers(0, 1, &vbv);
- D3D12_INDEX_BUFFER_VIEW ibv;
- memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
- ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
- ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
- ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
- ctx->IASetIndexBuffer(&ibv);
- ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(g_pPipelineState);
- ctx->SetGraphicsRootSignature(g_pRootSignature);
- ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
- // Setup render state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendFactor(blend_factor);
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.Size;
- }
- }
- IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- return true;
- case WM_LBUTTONUP:
- io.MouseDown[0] = false;
- return true;
- case WM_RBUTTONDOWN:
- io.MouseDown[1] = true;
- return true;
- case WM_RBUTTONUP:
- io.MouseDown[1] = false;
- return true;
- case WM_MBUTTONDOWN:
- io.MouseDown[2] = true;
- return true;
- case WM_MBUTTONUP:
- io.MouseDown[2] = false;
- return true;
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return true;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return true;
- case WM_KEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return true;
- case WM_KEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return true;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return true;
- }
- return 0;
- }
- static void ImGui_ImplDX12_CreateFontsTexture()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- // Upload texture to graphics system
- {
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_DEFAULT;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- desc.Alignment = 0;
- desc.Width = width;
- desc.Height = height;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- ID3D12Resource* pTexture = NULL;
- g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
- UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
- UINT uploadSize = height * uploadPitch;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Alignment = 0;
- desc.Width = uploadSize;
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
- assert(SUCCEEDED(hr));
- void* mapped = NULL;
- D3D12_RANGE range = { 0, uploadSize };
- hr = uploadBuffer->Map(0, &range, &mapped);
- assert(SUCCEEDED(hr));
- for (int y = 0; y < height; ++y)
- {
- memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- }
- uploadBuffer->Unmap(0, &range);
- D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
- srcLocation.pResource = uploadBuffer;
- srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srcLocation.PlacedFootprint.Footprint.Width = width;
- srcLocation.PlacedFootprint.Footprint.Height = height;
- srcLocation.PlacedFootprint.Footprint.Depth = 1;
- srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
- D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
- dstLocation.pResource = pTexture;
- dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dstLocation.SubresourceIndex = 0;
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = pTexture;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
- ID3D12Fence* fence = NULL;
- hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
- assert(SUCCEEDED(hr));
- HANDLE event = CreateEvent(0, 0, 0, 0);
- assert(event != NULL);
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.NodeMask = 1;
- ID3D12CommandQueue* cmdQueue = NULL;
- hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- assert(SUCCEEDED(hr));
- ID3D12CommandAllocator* cmdAlloc = NULL;
- hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
- assert(SUCCEEDED(hr));
- ID3D12GraphicsCommandList* cmdList = NULL;
- hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
- assert(SUCCEEDED(hr));
- cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
- cmdList->ResourceBarrier(1, &barrier);
- hr = cmdList->Close();
- assert(SUCCEEDED(hr));
- cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
- hr = cmdQueue->Signal(fence, 1);
- assert(SUCCEEDED(hr));
- fence->SetEventOnCompletion(1, event);
- WaitForSingleObject(event, INFINITE);
- cmdList->Release();
- cmdAlloc->Release();
- cmdQueue->Release();
- CloseHandle(event);
- fence->Release();
- uploadBuffer->Release();
- // Create texture view
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
- if (g_pFontTextureResource != NULL)
- g_pFontTextureResource->Release();
- g_pFontTextureResource = pTexture;
- }
- // Store our identifier
- static_assert(sizeof(void*) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
- io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
- }
- bool ImGui_ImplDX12_CreateDeviceObjects()
- {
- if (!g_pd3dDevice)
- return false;
- if (g_pPipelineState)
- ImGui_ImplDX12_InvalidateDeviceObjects();
- // Create the root signature
- {
- D3D12_DESCRIPTOR_RANGE descRange = {};
- descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- descRange.NumDescriptors = 1;
- descRange.BaseShaderRegister = 0;
- descRange.RegisterSpace = 0;
- descRange.OffsetInDescriptorsFromTableStart = 0;
- D3D12_ROOT_PARAMETER param[2] = {};
- param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
- param[0].Constants.ShaderRegister = 0;
- param[0].Constants.RegisterSpace = 0;
- param[0].Constants.Num32BitValues = 16;
- param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
- param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param[1].DescriptorTable.NumDescriptorRanges = 1;
- param[1].DescriptorTable.pDescriptorRanges = &descRange;
- param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
- D3D12_STATIC_SAMPLER_DESC staticSampler = {};
- staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.MipLODBias = 0.f;
- staticSampler.MaxAnisotropy = 0;
- staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- staticSampler.MinLOD = 0.f;
- staticSampler.MaxLOD = 0.f;
- staticSampler.ShaderRegister = 0;
- staticSampler.RegisterSpace = 0;
- staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
- D3D12_ROOT_SIGNATURE_DESC desc = {};
- desc.NumParameters = _countof(param);
- desc.pParameters = param;
- desc.NumStaticSamplers = 1;
- desc.pStaticSamplers = &staticSampler;
- desc.Flags =
- D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
- ID3DBlob* blob = NULL;
- if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
- return false;
- g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
- blob->Release();
- }
- // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX12 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
- memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
- psoDesc.NodeMask = 1;
- psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = g_pRootSignature;
- psoDesc.SampleMask = UINT_MAX;
- psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
- psoDesc.SampleDesc.Count = 1;
- psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
- if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
- // Create the input layout
- static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- };
- psoDesc.InputLayout = { local_layout, 3 };
- }
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- SamplerState sampler0 : register(s0);\
- Texture2D texture0 : register(t0);\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
- }
- // Create the blending setup
- {
- D3D12_BLEND_DESC& desc = psoDesc.BlendState;
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
- }
- // Create the rasterizer state
- {
- D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
- desc.FillMode = D3D12_FILL_MODE_SOLID;
- desc.CullMode = D3D12_CULL_MODE_NONE;
- desc.FrontCounterClockwise = FALSE;
- desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
- desc.DepthClipEnable = true;
- desc.MultisampleEnable = FALSE;
- desc.AntialiasedLineEnable = FALSE;
- desc.ForcedSampleCount = 0;
- desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- }
- // Create depth-stencil State
- {
- D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.BackFace = desc.FrontFace;
- }
- if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
- return false;
- ImGui_ImplDX12_CreateFontsTexture();
- return true;
- }
- void ImGui_ImplDX12_InvalidateDeviceObjects()
- {
- if (!g_pd3dDevice)
- return;
- if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
- if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
- if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
- if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
- if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- for (UINT i = 0; i < g_numFramesInFlight; ++i)
- {
- if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
- if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
- }
- }
- bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device, ID3D12GraphicsCommandList* command_list,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
- {
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- g_pd3dCommandList = command_list;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_pFrameResources = new FrameResources [num_frames_in_flight];
- g_numFramesInFlight = num_frames_in_flight;
- g_frameIndex = UINT_MAX;
- for (int i = 0; i < num_frames_in_flight; ++i)
- {
- g_pFrameResources[i].IB = NULL;
- g_pFrameResources[i].VB = NULL;
- g_pFrameResources[i].VertexBufferSize = 5000;
- g_pFrameResources[i].IndexBufferSize = 10000;
- }
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
- io.RenderDrawListsFn = ImGui_ImplDX12_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
- io.ImeWindowHandle = g_hWnd;
- return true;
- }
- void ImGui_ImplDX12_Shutdown()
- {
- ImGui_ImplDX12_InvalidateDeviceObjects();
- ImGui::Shutdown();
- delete[] g_pFrameResources;
- g_pd3dDevice = NULL;
- g_hWnd = (HWND)0;
- g_pd3dCommandList = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_pFrameResources = NULL;
- g_numFramesInFlight = 0;
- g_frameIndex = UINT_MAX;
- }
- void ImGui_ImplDX12_NewFrame()
- {
- if (!g_pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
- ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
- // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
- if (io.WantMoveMouse)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- ClientToScreen(g_hWnd, &pos);
- SetCursorPos(pos.x, pos.y);
- }
- // Hide OS mouse cursor if ImGui is drawing it
- if (io.MouseDrawCursor)
- SetCursor(NULL);
- // Start the frame
- ImGui::NewFrame();
- }
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