main.cpp 15 KB

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  1. // ImGui - standalone example application for DirectX 11
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include <imgui.h>
  4. #include "imgui_impl_dx12.h"
  5. #include <d3d12.h>
  6. #include <dxgi1_4.h>
  7. #include <tchar.h>
  8. #define D3D11_CREATE_DEVICE_DEBUG 2
  9. struct FrameContext
  10. {
  11. ID3D12CommandAllocator* CommandAllocator;
  12. UINT64 FenceValue;
  13. bool FenceSignalled;
  14. };
  15. // Data
  16. static int const NUM_FRAMES_IN_FLIGHT = 3;
  17. static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
  18. static UINT g_frameIndex = 0;
  19. static int const NUM_BACK_BUFFERS = 3;
  20. static ID3D12Device* g_pd3dDevice = NULL;
  21. static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
  22. static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
  23. static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
  24. static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
  25. static ID3D12Fence* g_fence = NULL;
  26. static HANDLE g_fenceEvent = NULL;
  27. static UINT64 g_fenceLastSignalledValue = 0;
  28. static IDXGISwapChain3* g_pSwapChain = NULL;
  29. static HANDLE g_hSwapChainWaitableObject = NULL;
  30. static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
  31. static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
  32. void CreateRenderTarget()
  33. {
  34. DXGI_SWAP_CHAIN_DESC sd;
  35. g_pSwapChain->GetDesc(&sd);
  36. // Create the render target
  37. ID3D12Resource* pBackBuffer;
  38. D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  39. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  40. render_target_view_desc.Format = sd.BufferDesc.Format;
  41. render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
  42. for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
  43. {
  44. g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
  45. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]);
  46. g_mainRenderTargetResource[i] = pBackBuffer;
  47. }
  48. }
  49. void WaitForLastSubmittedFrame()
  50. {
  51. FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
  52. UINT64 fenceValue = frameCtxt->FenceValue;
  53. if (fenceValue == 0)
  54. return; // no fence was signalled
  55. frameCtxt->FenceValue = 0;
  56. if (g_fence->GetCompletedValue() >= fenceValue)
  57. return;
  58. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  59. WaitForSingleObject(g_fenceEvent, INFINITE);
  60. }
  61. FrameContext* WaitForNextFrameResources()
  62. {
  63. UINT nextFrameIndex = g_frameIndex + 1;
  64. g_frameIndex = nextFrameIndex;
  65. HANDLE waitableObjects[] = {
  66. g_hSwapChainWaitableObject,
  67. NULL,
  68. };
  69. DWORD numWaitableObjects = 1;
  70. FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
  71. UINT64 fenceValue = frameCtxt->FenceValue;
  72. if (fenceValue != 0) // means no fence was signalled
  73. {
  74. frameCtxt->FenceValue = 0;
  75. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  76. waitableObjects[1] = g_fenceEvent;
  77. numWaitableObjects = 2;
  78. }
  79. WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
  80. return frameCtxt;
  81. }
  82. void ResizeSwapChain(HWND hWnd, int width, int height)
  83. {
  84. DXGI_SWAP_CHAIN_DESC1 sd;
  85. g_pSwapChain->GetDesc1(&sd);
  86. sd.Width = width;
  87. sd.Height = height;
  88. IDXGIFactory4* dxgiFactory = nullptr;
  89. g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
  90. g_pSwapChain->Release();
  91. CloseHandle(g_hSwapChainWaitableObject);
  92. IDXGISwapChain1* swapChain1 = NULL;
  93. dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
  94. swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
  95. swapChain1->Release();
  96. dxgiFactory->Release();
  97. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  98. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  99. assert(g_hSwapChainWaitableObject != NULL);
  100. }
  101. void CleanupRenderTarget()
  102. {
  103. WaitForLastSubmittedFrame();
  104. for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
  105. if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
  106. }
  107. HRESULT CreateDeviceD3D(HWND hWnd)
  108. {
  109. // Setup swap chain
  110. DXGI_SWAP_CHAIN_DESC1 sd;
  111. {
  112. ZeroMemory(&sd, sizeof(sd));
  113. sd.BufferCount = NUM_BACK_BUFFERS;
  114. sd.Width = 0;
  115. sd.Height = 0;
  116. sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  117. sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
  118. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  119. sd.SampleDesc.Count = 1;
  120. sd.SampleDesc.Quality = 0;
  121. sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  122. sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
  123. sd.Scaling = DXGI_SCALING_STRETCH;
  124. sd.Stereo = FALSE;
  125. }
  126. UINT createDeviceFlags = 0;
  127. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  128. D3D_FEATURE_LEVEL featureLevel;
  129. featureLevel = D3D_FEATURE_LEVEL_11_0;
  130. if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG)
  131. {
  132. ID3D12Debug* dx12Debug = NULL;
  133. if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
  134. {
  135. dx12Debug->EnableDebugLayer();
  136. dx12Debug->Release();
  137. }
  138. }
  139. if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
  140. return E_FAIL;
  141. {
  142. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  143. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  144. desc.NumDescriptors = NUM_BACK_BUFFERS;
  145. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  146. desc.NodeMask = 1;
  147. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
  148. return E_FAIL;
  149. SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  150. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
  151. for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) {
  152. g_mainRenderTargetDescriptor[i] = rtvHandle;
  153. rtvHandle.ptr += rtvDescriptorSize;
  154. }
  155. }
  156. {
  157. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  158. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  159. desc.NumDescriptors = 1;
  160. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  161. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
  162. return E_FAIL;
  163. }
  164. {
  165. D3D12_COMMAND_QUEUE_DESC desc = {};
  166. desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  167. desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  168. desc.NodeMask = 1;
  169. if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
  170. return E_FAIL;
  171. }
  172. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
  173. {
  174. if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
  175. return E_FAIL;
  176. }
  177. if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
  178. g_pd3dCommandList->Close() != S_OK)
  179. return E_FAIL;
  180. if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
  181. return E_FAIL;
  182. g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
  183. if (g_fenceEvent == NULL)
  184. return E_FAIL;
  185. {
  186. IDXGIFactory4* dxgiFactory = NULL;
  187. IDXGISwapChain1* swapChain1 = NULL;
  188. if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
  189. dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
  190. swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
  191. return E_FAIL;
  192. swapChain1->Release();
  193. dxgiFactory->Release();
  194. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  195. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  196. }
  197. CreateRenderTarget();
  198. return S_OK;
  199. }
  200. void CleanupDeviceD3D()
  201. {
  202. CleanupRenderTarget();
  203. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  204. if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
  205. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
  206. if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
  207. if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
  208. if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
  209. if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
  210. if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
  211. if (g_fence) { g_fence->Release(); g_fence = NULL; }
  212. if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
  213. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  214. }
  215. extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  216. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  217. {
  218. if (ImGui_ImplDX12_WndProcHandler(hWnd, msg, wParam, lParam))
  219. return true;
  220. switch (msg)
  221. {
  222. case WM_SIZE:
  223. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  224. {
  225. ImGui_ImplDX12_InvalidateDeviceObjects();
  226. CleanupRenderTarget();
  227. ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
  228. CreateRenderTarget();
  229. ImGui_ImplDX12_CreateDeviceObjects();
  230. }
  231. return 0;
  232. case WM_SYSCOMMAND:
  233. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  234. return 0;
  235. break;
  236. case WM_DESTROY:
  237. PostQuitMessage(0);
  238. return 0;
  239. }
  240. return DefWindowProc(hWnd, msg, wParam, lParam);
  241. }
  242. int main(int, char**)
  243. {
  244. // Create application window
  245. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  246. RegisterClassEx(&wc);
  247. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  248. // Initialize Direct3D
  249. if (CreateDeviceD3D(hwnd) < 0)
  250. {
  251. CleanupDeviceD3D();
  252. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  253. return 1;
  254. }
  255. // Show the window
  256. ShowWindow(hwnd, SW_SHOWDEFAULT);
  257. UpdateWindow(hwnd);
  258. // Setup ImGui binding
  259. ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice, g_pd3dCommandList,
  260. g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
  261. g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
  262. // Load Fonts
  263. // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
  264. //ImGuiIO& io = ImGui::GetIO();
  265. //io.Fonts->AddFontDefault();
  266. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  267. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  268. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
  269. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  270. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  271. bool show_test_window = true;
  272. bool show_another_window = false;
  273. ImVec4 clear_col = ImColor(114, 144, 154);
  274. // Main loop
  275. MSG msg;
  276. ZeroMemory(&msg, sizeof(msg));
  277. while (msg.message != WM_QUIT)
  278. {
  279. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  280. {
  281. TranslateMessage(&msg);
  282. DispatchMessage(&msg);
  283. continue;
  284. }
  285. ImGui_ImplDX12_NewFrame();
  286. // 1. Show a simple window
  287. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  288. {
  289. static float f = 0.0f;
  290. ImGui::Text("Hello, world!");
  291. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  292. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  293. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  294. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  295. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  296. }
  297. // 2. Show another simple window, this time using an explicit Begin/End pair
  298. if (show_another_window)
  299. {
  300. ImGui::Begin("Another Window", &show_another_window);
  301. ImGui::Text("Hello from another window!");
  302. ImGui::End();
  303. }
  304. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  305. if (show_test_window)
  306. {
  307. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  308. ImGui::ShowTestWindow(&show_test_window);
  309. }
  310. // Rendering
  311. FrameContext* frameCtxt = WaitForNextFrameResources();
  312. UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
  313. frameCtxt->CommandAllocator->Reset();
  314. D3D12_RESOURCE_BARRIER barrier = {};
  315. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  316. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  317. barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
  318. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  319. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  320. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  321. g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
  322. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  323. g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
  324. g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
  325. g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
  326. ImGui::Render();
  327. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  328. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  329. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  330. g_pd3dCommandList->Close();
  331. g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
  332. g_pSwapChain->Present(1, 0); // Present with vsync
  333. //g_pSwapChain->Present(0, 0); // Present without vsync
  334. auto fenceValue = g_fenceLastSignalledValue + 1;
  335. g_pd3dCommandQueue->Signal(g_fence, fenceValue);
  336. g_fenceLastSignalledValue = fenceValue;
  337. frameCtxt->FenceValue = fenceValue;
  338. }
  339. ImGui_ImplDX12_Shutdown();
  340. CleanupDeviceD3D();
  341. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  342. return 0;
  343. }