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main.cpp 20 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. //ImGui_ImplWin32_EnableDpiAwareness();
  53. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  54. ::RegisterClassEx(&wc);
  55. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  56. // Initialize Direct3D
  57. if (!CreateDeviceD3D(hwnd))
  58. {
  59. CleanupDeviceD3D();
  60. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  61. return 1;
  62. }
  63. // Show the window
  64. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  65. ::UpdateWindow(hwnd);
  66. // Setup Dear ImGui context
  67. IMGUI_CHECKVERSION();
  68. ImGui::CreateContext();
  69. ImGuiIO& io = ImGui::GetIO(); (void)io;
  70. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  71. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  72. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  73. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  74. //io.ConfigViewportsNoAutoMerge = true;
  75. //io.ConfigViewportsNoTaskBarIcon = true;
  76. // Setup Dear ImGui style
  77. ImGui::StyleColorsDark();
  78. //ImGui::StyleColorsClassic();
  79. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  80. ImGuiStyle& style = ImGui::GetStyle();
  81. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  82. {
  83. style.WindowRounding = 0.0f;
  84. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  85. }
  86. // Setup Platform/Renderer bindings
  87. ImGui_ImplWin32_Init(hwnd);
  88. ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
  89. DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
  90. g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
  91. g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
  92. // Load Fonts
  93. // - 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.
  94. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  95. // - 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).
  96. // - 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.
  97. // - Read 'docs/FONTS.md' for more instructions and details.
  98. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  99. //io.Fonts->AddFontDefault();
  100. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  101. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  102. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  103. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  104. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  105. //IM_ASSERT(font != NULL);
  106. // Our state
  107. bool show_demo_window = true;
  108. bool show_another_window = false;
  109. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  110. // Main loop
  111. MSG msg;
  112. ZeroMemory(&msg, sizeof(msg));
  113. while (msg.message != WM_QUIT)
  114. {
  115. // Poll and handle messages (inputs, window resize, etc.)
  116. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  117. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  118. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  119. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  120. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  121. {
  122. ::TranslateMessage(&msg);
  123. ::DispatchMessage(&msg);
  124. continue;
  125. }
  126. // Start the Dear ImGui frame
  127. ImGui_ImplDX12_NewFrame();
  128. ImGui_ImplWin32_NewFrame();
  129. ImGui::NewFrame();
  130. // 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!).
  131. if (show_demo_window)
  132. ImGui::ShowDemoWindow(&show_demo_window);
  133. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  134. {
  135. static float f = 0.0f;
  136. static int counter = 0;
  137. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  138. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  139. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  140. ImGui::Checkbox("Another Window", &show_another_window);
  141. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  142. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  143. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  144. counter++;
  145. ImGui::SameLine();
  146. ImGui::Text("counter = %d", counter);
  147. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  148. ImGui::End();
  149. }
  150. // 3. Show another simple window.
  151. if (show_another_window)
  152. {
  153. 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)
  154. ImGui::Text("Hello from another window!");
  155. if (ImGui::Button("Close Me"))
  156. show_another_window = false;
  157. ImGui::End();
  158. }
  159. // Rendering
  160. FrameContext* frameCtxt = WaitForNextFrameResources();
  161. UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
  162. frameCtxt->CommandAllocator->Reset();
  163. D3D12_RESOURCE_BARRIER barrier = {};
  164. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  165. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  166. barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
  167. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  168. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  169. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  170. g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
  171. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  172. g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
  173. g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
  174. g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
  175. ImGui::Render();
  176. ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
  177. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  178. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  179. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  180. g_pd3dCommandList->Close();
  181. g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
  182. // Update and Render additional Platform Windows
  183. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  184. {
  185. ImGui::UpdatePlatformWindows();
  186. ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
  187. }
  188. g_pSwapChain->Present(1, 0); // Present with vsync
  189. //g_pSwapChain->Present(0, 0); // Present without vsync
  190. UINT64 fenceValue = g_fenceLastSignaledValue + 1;
  191. g_pd3dCommandQueue->Signal(g_fence, fenceValue);
  192. g_fenceLastSignaledValue = fenceValue;
  193. frameCtxt->FenceValue = fenceValue;
  194. }
  195. WaitForLastSubmittedFrame();
  196. ImGui_ImplDX12_Shutdown();
  197. ImGui_ImplWin32_Shutdown();
  198. ImGui::DestroyContext();
  199. CleanupDeviceD3D();
  200. ::DestroyWindow(hwnd);
  201. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  202. return 0;
  203. }
  204. // Helper functions
  205. bool CreateDeviceD3D(HWND hWnd)
  206. {
  207. // Setup swap chain
  208. DXGI_SWAP_CHAIN_DESC1 sd;
  209. {
  210. ZeroMemory(&sd, sizeof(sd));
  211. sd.BufferCount = NUM_BACK_BUFFERS;
  212. sd.Width = 0;
  213. sd.Height = 0;
  214. sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  215. sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
  216. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  217. sd.SampleDesc.Count = 1;
  218. sd.SampleDesc.Quality = 0;
  219. sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  220. sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
  221. sd.Scaling = DXGI_SCALING_STRETCH;
  222. sd.Stereo = FALSE;
  223. }
  224. // [DEBUG] Enable debug interface
  225. #ifdef DX12_ENABLE_DEBUG_LAYER
  226. ID3D12Debug* pdx12Debug = NULL;
  227. if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
  228. pdx12Debug->EnableDebugLayer();
  229. #endif
  230. // Create device
  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. // [DEBUG] Setup debug interface to break on any warnings/errors
  235. #ifdef DX12_ENABLE_DEBUG_LAYER
  236. if (pdx12Debug != NULL)
  237. {
  238. ID3D12InfoQueue* pInfoQueue = NULL;
  239. g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
  240. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  241. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  242. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
  243. pInfoQueue->Release();
  244. pdx12Debug->Release();
  245. }
  246. #endif
  247. {
  248. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  249. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  250. desc.NumDescriptors = NUM_BACK_BUFFERS;
  251. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  252. desc.NodeMask = 1;
  253. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
  254. return false;
  255. SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  256. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
  257. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  258. {
  259. g_mainRenderTargetDescriptor[i] = rtvHandle;
  260. rtvHandle.ptr += rtvDescriptorSize;
  261. }
  262. }
  263. {
  264. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  265. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  266. desc.NumDescriptors = 1;
  267. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  268. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
  269. return false;
  270. }
  271. {
  272. D3D12_COMMAND_QUEUE_DESC desc = {};
  273. desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  274. desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  275. desc.NodeMask = 1;
  276. if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
  277. return false;
  278. }
  279. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  280. if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
  281. return false;
  282. if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
  283. g_pd3dCommandList->Close() != S_OK)
  284. return false;
  285. if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
  286. return false;
  287. g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
  288. if (g_fenceEvent == NULL)
  289. return false;
  290. {
  291. IDXGIFactory4* dxgiFactory = NULL;
  292. IDXGISwapChain1* swapChain1 = NULL;
  293. if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
  294. dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
  295. swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
  296. return false;
  297. swapChain1->Release();
  298. dxgiFactory->Release();
  299. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  300. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  301. }
  302. CreateRenderTarget();
  303. return true;
  304. }
  305. void CleanupDeviceD3D()
  306. {
  307. CleanupRenderTarget();
  308. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  309. if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
  310. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  311. if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
  312. if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
  313. if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
  314. if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
  315. if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
  316. if (g_fence) { g_fence->Release(); g_fence = NULL; }
  317. if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
  318. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  319. #ifdef DX12_ENABLE_DEBUG_LAYER
  320. IDXGIDebug1* pDebug = NULL;
  321. if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
  322. {
  323. pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
  324. pDebug->Release();
  325. }
  326. #endif
  327. }
  328. void CreateRenderTarget()
  329. {
  330. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  331. {
  332. ID3D12Resource* pBackBuffer = NULL;
  333. g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
  334. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
  335. g_mainRenderTargetResource[i] = pBackBuffer;
  336. }
  337. }
  338. void CleanupRenderTarget()
  339. {
  340. WaitForLastSubmittedFrame();
  341. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  342. if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
  343. }
  344. void WaitForLastSubmittedFrame()
  345. {
  346. FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
  347. UINT64 fenceValue = frameCtxt->FenceValue;
  348. if (fenceValue == 0)
  349. return; // No fence was signaled
  350. frameCtxt->FenceValue = 0;
  351. if (g_fence->GetCompletedValue() >= fenceValue)
  352. return;
  353. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  354. WaitForSingleObject(g_fenceEvent, INFINITE);
  355. }
  356. FrameContext* WaitForNextFrameResources()
  357. {
  358. UINT nextFrameIndex = g_frameIndex + 1;
  359. g_frameIndex = nextFrameIndex;
  360. HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
  361. DWORD numWaitableObjects = 1;
  362. FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
  363. UINT64 fenceValue = frameCtxt->FenceValue;
  364. if (fenceValue != 0) // means no fence was signaled
  365. {
  366. frameCtxt->FenceValue = 0;
  367. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  368. waitableObjects[1] = g_fenceEvent;
  369. numWaitableObjects = 2;
  370. }
  371. WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
  372. return frameCtxt;
  373. }
  374. void ResizeSwapChain(HWND hWnd, int width, int height)
  375. {
  376. DXGI_SWAP_CHAIN_DESC1 sd;
  377. g_pSwapChain->GetDesc1(&sd);
  378. sd.Width = width;
  379. sd.Height = height;
  380. IDXGIFactory4* dxgiFactory = NULL;
  381. g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
  382. g_pSwapChain->Release();
  383. CloseHandle(g_hSwapChainWaitableObject);
  384. IDXGISwapChain1* swapChain1 = NULL;
  385. dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
  386. swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
  387. swapChain1->Release();
  388. dxgiFactory->Release();
  389. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  390. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  391. assert(g_hSwapChainWaitableObject != NULL);
  392. }
  393. // Forward declare message handler from imgui_impl_win32.cpp
  394. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  395. // Win32 message handler
  396. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  397. {
  398. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  399. return true;
  400. switch (msg)
  401. {
  402. case WM_SIZE:
  403. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  404. {
  405. WaitForLastSubmittedFrame();
  406. ImGui_ImplDX12_InvalidateDeviceObjects();
  407. CleanupRenderTarget();
  408. ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
  409. CreateRenderTarget();
  410. ImGui_ImplDX12_CreateDeviceObjects();
  411. }
  412. return 0;
  413. case WM_SYSCOMMAND:
  414. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  415. return 0;
  416. break;
  417. case WM_DESTROY:
  418. ::PostQuitMessage(0);
  419. return 0;
  420. }
  421. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  422. }