main.cpp 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483
  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. // Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
  5. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
  6. // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
  7. #include "imgui.h"
  8. #include "imgui_impl_win32.h"
  9. #include "imgui_impl_dx12.h"
  10. #include <d3d12.h>
  11. #include <dxgi1_4.h>
  12. #include <tchar.h>
  13. #ifdef _DEBUG
  14. #define DX12_ENABLE_DEBUG_LAYER
  15. #endif
  16. #ifdef DX12_ENABLE_DEBUG_LAYER
  17. #include <dxgidebug.h>
  18. #pragma comment(lib, "dxguid.lib")
  19. #endif
  20. struct FrameContext
  21. {
  22. ID3D12CommandAllocator* CommandAllocator;
  23. UINT64 FenceValue;
  24. };
  25. // Data
  26. static int const NUM_FRAMES_IN_FLIGHT = 3;
  27. static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
  28. static UINT g_frameIndex = 0;
  29. static int const NUM_BACK_BUFFERS = 3;
  30. static ID3D12Device* g_pd3dDevice = NULL;
  31. static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
  32. static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
  33. static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
  34. static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
  35. static ID3D12Fence* g_fence = NULL;
  36. static HANDLE g_fenceEvent = NULL;
  37. static UINT64 g_fenceLastSignaledValue = 0;
  38. static IDXGISwapChain3* g_pSwapChain = NULL;
  39. static HANDLE g_hSwapChainWaitableObject = NULL;
  40. static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
  41. static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
  42. // Forward declarations of helper functions
  43. bool CreateDeviceD3D(HWND hWnd);
  44. void CleanupDeviceD3D();
  45. void CreateRenderTarget();
  46. void CleanupRenderTarget();
  47. void WaitForLastSubmittedFrame();
  48. FrameContext* WaitForNextFrameResources();
  49. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  50. // Main code
  51. int main(int, char**)
  52. {
  53. // Create application window
  54. //ImGui_ImplWin32_EnableDpiAwareness();
  55. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  56. ::RegisterClassEx(&wc);
  57. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  58. // Initialize Direct3D
  59. if (!CreateDeviceD3D(hwnd))
  60. {
  61. CleanupDeviceD3D();
  62. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  63. return 1;
  64. }
  65. // Show the window
  66. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  67. ::UpdateWindow(hwnd);
  68. // Setup Dear ImGui context
  69. IMGUI_CHECKVERSION();
  70. ImGui::CreateContext();
  71. ImGuiIO& io = ImGui::GetIO(); (void)io;
  72. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  73. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  74. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  75. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  76. //io.ConfigViewportsNoAutoMerge = true;
  77. //io.ConfigViewportsNoTaskBarIcon = true;
  78. // Setup Dear ImGui style
  79. ImGui::StyleColorsDark();
  80. //ImGui::StyleColorsClassic();
  81. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  82. ImGuiStyle& style = ImGui::GetStyle();
  83. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  84. {
  85. style.WindowRounding = 0.0f;
  86. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  87. }
  88. // Setup Platform/Renderer backends
  89. ImGui_ImplWin32_Init(hwnd);
  90. ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
  91. DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
  92. g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
  93. g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
  94. // Load Fonts
  95. // - 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.
  96. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  97. // - 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).
  98. // - 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.
  99. // - Read 'docs/FONTS.md' for more instructions and details.
  100. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  101. //io.Fonts->AddFontDefault();
  102. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  103. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  104. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  105. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  106. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  107. //IM_ASSERT(font != NULL);
  108. // Our state
  109. bool show_demo_window = true;
  110. bool show_another_window = false;
  111. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  112. // Main loop
  113. bool done = false;
  114. while (!done)
  115. {
  116. // Poll and handle messages (inputs, window resize, etc.)
  117. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  118. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  119. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  120. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  121. MSG msg;
  122. while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  123. {
  124. ::TranslateMessage(&msg);
  125. ::DispatchMessage(&msg);
  126. if (msg.message == WM_QUIT)
  127. done = true;
  128. }
  129. if (done)
  130. break;
  131. // Start the Dear ImGui frame
  132. ImGui_ImplDX12_NewFrame();
  133. ImGui_ImplWin32_NewFrame();
  134. ImGui::NewFrame();
  135. // 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!).
  136. if (show_demo_window)
  137. ImGui::ShowDemoWindow(&show_demo_window);
  138. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  139. {
  140. static float f = 0.0f;
  141. static int counter = 0;
  142. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  143. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  144. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  145. ImGui::Checkbox("Another Window", &show_another_window);
  146. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  147. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  148. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  149. counter++;
  150. ImGui::SameLine();
  151. ImGui::Text("counter = %d", counter);
  152. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  153. ImGui::End();
  154. }
  155. // 3. Show another simple window.
  156. if (show_another_window)
  157. {
  158. 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)
  159. ImGui::Text("Hello from another window!");
  160. if (ImGui::Button("Close Me"))
  161. show_another_window = false;
  162. ImGui::End();
  163. }
  164. // Rendering
  165. ImGui::Render();
  166. FrameContext* frameCtx = WaitForNextFrameResources();
  167. UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
  168. frameCtx->CommandAllocator->Reset();
  169. D3D12_RESOURCE_BARRIER barrier = {};
  170. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  171. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  172. barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
  173. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  174. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  175. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  176. g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
  177. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  178. // Render Dear ImGui graphics
  179. const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  180. g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
  181. g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
  182. g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
  183. ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
  184. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  185. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  186. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  187. g_pd3dCommandList->Close();
  188. g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
  189. // Update and Render additional Platform Windows
  190. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  191. {
  192. ImGui::UpdatePlatformWindows();
  193. ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
  194. }
  195. g_pSwapChain->Present(1, 0); // Present with vsync
  196. //g_pSwapChain->Present(0, 0); // Present without vsync
  197. UINT64 fenceValue = g_fenceLastSignaledValue + 1;
  198. g_pd3dCommandQueue->Signal(g_fence, fenceValue);
  199. g_fenceLastSignaledValue = fenceValue;
  200. frameCtx->FenceValue = fenceValue;
  201. }
  202. WaitForLastSubmittedFrame();
  203. // Cleanup
  204. ImGui_ImplDX12_Shutdown();
  205. ImGui_ImplWin32_Shutdown();
  206. ImGui::DestroyContext();
  207. CleanupDeviceD3D();
  208. ::DestroyWindow(hwnd);
  209. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  210. return 0;
  211. }
  212. // Helper functions
  213. bool CreateDeviceD3D(HWND hWnd)
  214. {
  215. // Setup swap chain
  216. DXGI_SWAP_CHAIN_DESC1 sd;
  217. {
  218. ZeroMemory(&sd, sizeof(sd));
  219. sd.BufferCount = NUM_BACK_BUFFERS;
  220. sd.Width = 0;
  221. sd.Height = 0;
  222. sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  223. sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
  224. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  225. sd.SampleDesc.Count = 1;
  226. sd.SampleDesc.Quality = 0;
  227. sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  228. sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
  229. sd.Scaling = DXGI_SCALING_STRETCH;
  230. sd.Stereo = FALSE;
  231. }
  232. // [DEBUG] Enable debug interface
  233. #ifdef DX12_ENABLE_DEBUG_LAYER
  234. ID3D12Debug* pdx12Debug = NULL;
  235. if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
  236. pdx12Debug->EnableDebugLayer();
  237. #endif
  238. // Create device
  239. D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
  240. if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
  241. return false;
  242. // [DEBUG] Setup debug interface to break on any warnings/errors
  243. #ifdef DX12_ENABLE_DEBUG_LAYER
  244. if (pdx12Debug != NULL)
  245. {
  246. ID3D12InfoQueue* pInfoQueue = NULL;
  247. g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
  248. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  249. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  250. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
  251. pInfoQueue->Release();
  252. pdx12Debug->Release();
  253. }
  254. #endif
  255. {
  256. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  257. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  258. desc.NumDescriptors = NUM_BACK_BUFFERS;
  259. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  260. desc.NodeMask = 1;
  261. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
  262. return false;
  263. SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  264. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
  265. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  266. {
  267. g_mainRenderTargetDescriptor[i] = rtvHandle;
  268. rtvHandle.ptr += rtvDescriptorSize;
  269. }
  270. }
  271. {
  272. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  273. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  274. desc.NumDescriptors = 1;
  275. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  276. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
  277. return false;
  278. }
  279. {
  280. D3D12_COMMAND_QUEUE_DESC desc = {};
  281. desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  282. desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  283. desc.NodeMask = 1;
  284. if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
  285. return false;
  286. }
  287. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  288. if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
  289. return false;
  290. if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
  291. g_pd3dCommandList->Close() != S_OK)
  292. return false;
  293. if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
  294. return false;
  295. g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
  296. if (g_fenceEvent == NULL)
  297. return false;
  298. {
  299. IDXGIFactory4* dxgiFactory = NULL;
  300. IDXGISwapChain1* swapChain1 = NULL;
  301. if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
  302. return false;
  303. if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
  304. return false;
  305. if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
  306. return false;
  307. swapChain1->Release();
  308. dxgiFactory->Release();
  309. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  310. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  311. }
  312. CreateRenderTarget();
  313. return true;
  314. }
  315. void CleanupDeviceD3D()
  316. {
  317. CleanupRenderTarget();
  318. if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, NULL); g_pSwapChain->Release(); g_pSwapChain = NULL; }
  319. if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
  320. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  321. if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
  322. if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
  323. if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
  324. if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
  325. if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
  326. if (g_fence) { g_fence->Release(); g_fence = NULL; }
  327. if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
  328. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  329. #ifdef DX12_ENABLE_DEBUG_LAYER
  330. IDXGIDebug1* pDebug = NULL;
  331. if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
  332. {
  333. pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
  334. pDebug->Release();
  335. }
  336. #endif
  337. }
  338. void CreateRenderTarget()
  339. {
  340. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  341. {
  342. ID3D12Resource* pBackBuffer = NULL;
  343. g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
  344. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
  345. g_mainRenderTargetResource[i] = pBackBuffer;
  346. }
  347. }
  348. void CleanupRenderTarget()
  349. {
  350. WaitForLastSubmittedFrame();
  351. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  352. if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
  353. }
  354. void WaitForLastSubmittedFrame()
  355. {
  356. FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
  357. UINT64 fenceValue = frameCtx->FenceValue;
  358. if (fenceValue == 0)
  359. return; // No fence was signaled
  360. frameCtx->FenceValue = 0;
  361. if (g_fence->GetCompletedValue() >= fenceValue)
  362. return;
  363. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  364. WaitForSingleObject(g_fenceEvent, INFINITE);
  365. }
  366. FrameContext* WaitForNextFrameResources()
  367. {
  368. UINT nextFrameIndex = g_frameIndex + 1;
  369. g_frameIndex = nextFrameIndex;
  370. HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
  371. DWORD numWaitableObjects = 1;
  372. FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
  373. UINT64 fenceValue = frameCtx->FenceValue;
  374. if (fenceValue != 0) // means no fence was signaled
  375. {
  376. frameCtx->FenceValue = 0;
  377. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  378. waitableObjects[1] = g_fenceEvent;
  379. numWaitableObjects = 2;
  380. }
  381. WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
  382. return frameCtx;
  383. }
  384. // Forward declare message handler from imgui_impl_win32.cpp
  385. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  386. // Win32 message handler
  387. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  388. {
  389. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  390. return true;
  391. switch (msg)
  392. {
  393. case WM_SIZE:
  394. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  395. {
  396. WaitForLastSubmittedFrame();
  397. CleanupRenderTarget();
  398. HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
  399. assert(SUCCEEDED(result) && "Failed to resize swapchain.");
  400. CreateRenderTarget();
  401. }
  402. return 0;
  403. case WM_SYSCOMMAND:
  404. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  405. return 0;
  406. break;
  407. case WM_DESTROY:
  408. ::PostQuitMessage(0);
  409. return 0;
  410. }
  411. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  412. }