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, 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. void ResizeSwapChain(HWND hWnd, int width, int height);
  50. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  51. // Main code
  52. int main(int, char**)
  53. {
  54. // Create application window
  55. //ImGui_ImplWin32_EnableDpiAwareness();
  56. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  57. ::RegisterClassEx(&wc);
  58. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  59. // Initialize Direct3D
  60. if (!CreateDeviceD3D(hwnd))
  61. {
  62. CleanupDeviceD3D();
  63. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  64. return 1;
  65. }
  66. // Show the window
  67. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  68. ::UpdateWindow(hwnd);
  69. // Setup Dear ImGui context
  70. IMGUI_CHECKVERSION();
  71. ImGui::CreateContext();
  72. ImGuiIO& io = ImGui::GetIO(); (void)io;
  73. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  74. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  75. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  76. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  77. //io.ConfigViewportsNoAutoMerge = true;
  78. //io.ConfigViewportsNoTaskBarIcon = true;
  79. // Setup Dear ImGui style
  80. ImGui::StyleColorsDark();
  81. //ImGui::StyleColorsClassic();
  82. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  83. ImGuiStyle& style = ImGui::GetStyle();
  84. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  85. {
  86. style.WindowRounding = 0.0f;
  87. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  88. }
  89. // Setup Platform/Renderer backends
  90. ImGui_ImplWin32_Init(hwnd);
  91. ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
  92. DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
  93. g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
  94. g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
  95. // Load Fonts
  96. // - 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.
  97. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  98. // - 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).
  99. // - 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.
  100. // - Read 'docs/FONTS.md' for more instructions and details.
  101. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  102. //io.Fonts->AddFontDefault();
  103. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  104. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  105. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  106. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  107. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  108. //IM_ASSERT(font != NULL);
  109. // Our state
  110. bool show_demo_window = true;
  111. bool show_another_window = false;
  112. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  113. // Main loop
  114. MSG msg;
  115. ZeroMemory(&msg, sizeof(msg));
  116. while (msg.message != WM_QUIT)
  117. {
  118. // Poll and handle messages (inputs, window resize, etc.)
  119. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  120. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  121. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  122. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  123. if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  124. {
  125. ::TranslateMessage(&msg);
  126. ::DispatchMessage(&msg);
  127. continue;
  128. }
  129. // Start the Dear ImGui frame
  130. ImGui_ImplDX12_NewFrame();
  131. ImGui_ImplWin32_NewFrame();
  132. ImGui::NewFrame();
  133. // 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!).
  134. if (show_demo_window)
  135. ImGui::ShowDemoWindow(&show_demo_window);
  136. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  137. {
  138. static float f = 0.0f;
  139. static int counter = 0;
  140. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  141. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  142. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  143. ImGui::Checkbox("Another Window", &show_another_window);
  144. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  145. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  146. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  147. counter++;
  148. ImGui::SameLine();
  149. ImGui::Text("counter = %d", counter);
  150. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  151. ImGui::End();
  152. }
  153. // 3. Show another simple window.
  154. if (show_another_window)
  155. {
  156. 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)
  157. ImGui::Text("Hello from another window!");
  158. if (ImGui::Button("Close Me"))
  159. show_another_window = false;
  160. ImGui::End();
  161. }
  162. // Rendering
  163. ImGui::Render();
  164. FrameContext* frameCtx = WaitForNextFrameResources();
  165. UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
  166. frameCtx->CommandAllocator->Reset();
  167. D3D12_RESOURCE_BARRIER barrier = {};
  168. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  169. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  170. barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
  171. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  172. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  173. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  174. g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
  175. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  176. // Render Dear ImGui graphics
  177. 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 };
  178. g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
  179. g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
  180. g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
  181. ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
  182. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  183. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  184. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  185. g_pd3dCommandList->Close();
  186. g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
  187. // Update and Render additional Platform Windows
  188. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  189. {
  190. ImGui::UpdatePlatformWindows();
  191. ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
  192. }
  193. g_pSwapChain->Present(1, 0); // Present with vsync
  194. //g_pSwapChain->Present(0, 0); // Present without vsync
  195. UINT64 fenceValue = g_fenceLastSignaledValue + 1;
  196. g_pd3dCommandQueue->Signal(g_fence, fenceValue);
  197. g_fenceLastSignaledValue = fenceValue;
  198. frameCtx->FenceValue = fenceValue;
  199. }
  200. WaitForLastSubmittedFrame();
  201. // Cleanup
  202. ImGui_ImplDX12_Shutdown();
  203. ImGui_ImplWin32_Shutdown();
  204. ImGui::DestroyContext();
  205. CleanupDeviceD3D();
  206. ::DestroyWindow(hwnd);
  207. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  208. return 0;
  209. }
  210. // Helper functions
  211. bool CreateDeviceD3D(HWND hWnd)
  212. {
  213. // Setup swap chain
  214. DXGI_SWAP_CHAIN_DESC1 sd;
  215. {
  216. ZeroMemory(&sd, sizeof(sd));
  217. sd.BufferCount = NUM_BACK_BUFFERS;
  218. sd.Width = 0;
  219. sd.Height = 0;
  220. sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  221. sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
  222. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  223. sd.SampleDesc.Count = 1;
  224. sd.SampleDesc.Quality = 0;
  225. sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  226. sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
  227. sd.Scaling = DXGI_SCALING_STRETCH;
  228. sd.Stereo = FALSE;
  229. }
  230. // [DEBUG] Enable debug interface
  231. #ifdef DX12_ENABLE_DEBUG_LAYER
  232. ID3D12Debug* pdx12Debug = NULL;
  233. if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
  234. pdx12Debug->EnableDebugLayer();
  235. #endif
  236. // Create device
  237. D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
  238. if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
  239. return false;
  240. // [DEBUG] Setup debug interface to break on any warnings/errors
  241. #ifdef DX12_ENABLE_DEBUG_LAYER
  242. if (pdx12Debug != NULL)
  243. {
  244. ID3D12InfoQueue* pInfoQueue = NULL;
  245. g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
  246. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  247. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  248. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
  249. pInfoQueue->Release();
  250. pdx12Debug->Release();
  251. }
  252. #endif
  253. {
  254. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  255. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  256. desc.NumDescriptors = NUM_BACK_BUFFERS;
  257. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  258. desc.NodeMask = 1;
  259. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
  260. return false;
  261. SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  262. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
  263. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  264. {
  265. g_mainRenderTargetDescriptor[i] = rtvHandle;
  266. rtvHandle.ptr += rtvDescriptorSize;
  267. }
  268. }
  269. {
  270. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  271. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  272. desc.NumDescriptors = 1;
  273. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  274. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
  275. return false;
  276. }
  277. {
  278. D3D12_COMMAND_QUEUE_DESC desc = {};
  279. desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  280. desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  281. desc.NodeMask = 1;
  282. if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
  283. return false;
  284. }
  285. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  286. if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
  287. return false;
  288. if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
  289. g_pd3dCommandList->Close() != S_OK)
  290. return false;
  291. if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
  292. return false;
  293. g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
  294. if (g_fenceEvent == NULL)
  295. return false;
  296. {
  297. IDXGIFactory4* dxgiFactory = NULL;
  298. IDXGISwapChain1* swapChain1 = NULL;
  299. if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
  300. return false;
  301. if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
  302. return false;
  303. if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
  304. return false;
  305. swapChain1->Release();
  306. dxgiFactory->Release();
  307. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  308. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  309. }
  310. CreateRenderTarget();
  311. return true;
  312. }
  313. void CleanupDeviceD3D()
  314. {
  315. CleanupRenderTarget();
  316. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  317. if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
  318. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  319. if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
  320. if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
  321. if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
  322. if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
  323. if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
  324. if (g_fence) { g_fence->Release(); g_fence = NULL; }
  325. if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
  326. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  327. #ifdef DX12_ENABLE_DEBUG_LAYER
  328. IDXGIDebug1* pDebug = NULL;
  329. if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
  330. {
  331. pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
  332. pDebug->Release();
  333. }
  334. #endif
  335. }
  336. void CreateRenderTarget()
  337. {
  338. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  339. {
  340. ID3D12Resource* pBackBuffer = NULL;
  341. g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
  342. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
  343. g_mainRenderTargetResource[i] = pBackBuffer;
  344. }
  345. }
  346. void CleanupRenderTarget()
  347. {
  348. WaitForLastSubmittedFrame();
  349. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  350. if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
  351. }
  352. void WaitForLastSubmittedFrame()
  353. {
  354. FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
  355. UINT64 fenceValue = frameCtx->FenceValue;
  356. if (fenceValue == 0)
  357. return; // No fence was signaled
  358. frameCtx->FenceValue = 0;
  359. if (g_fence->GetCompletedValue() >= fenceValue)
  360. return;
  361. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  362. WaitForSingleObject(g_fenceEvent, INFINITE);
  363. }
  364. FrameContext* WaitForNextFrameResources()
  365. {
  366. UINT nextFrameIndex = g_frameIndex + 1;
  367. g_frameIndex = nextFrameIndex;
  368. HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
  369. DWORD numWaitableObjects = 1;
  370. FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
  371. UINT64 fenceValue = frameCtx->FenceValue;
  372. if (fenceValue != 0) // means no fence was signaled
  373. {
  374. frameCtx->FenceValue = 0;
  375. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  376. waitableObjects[1] = g_fenceEvent;
  377. numWaitableObjects = 2;
  378. }
  379. WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
  380. return frameCtx;
  381. }
  382. void ResizeSwapChain(HWND hWnd, int width, int height)
  383. {
  384. DXGI_SWAP_CHAIN_DESC1 sd;
  385. g_pSwapChain->GetDesc1(&sd);
  386. sd.Width = width;
  387. sd.Height = height;
  388. IDXGIFactory4* dxgiFactory = NULL;
  389. g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
  390. g_pSwapChain->Release();
  391. CloseHandle(g_hSwapChainWaitableObject);
  392. IDXGISwapChain1* swapChain1 = NULL;
  393. dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
  394. swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
  395. swapChain1->Release();
  396. dxgiFactory->Release();
  397. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  398. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  399. assert(g_hSwapChainWaitableObject != NULL);
  400. }
  401. // Forward declare message handler from imgui_impl_win32.cpp
  402. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  403. // Win32 message handler
  404. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  405. {
  406. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  407. return true;
  408. switch (msg)
  409. {
  410. case WM_SIZE:
  411. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  412. {
  413. WaitForLastSubmittedFrame();
  414. ImGui_ImplDX12_InvalidateDeviceObjects();
  415. CleanupRenderTarget();
  416. ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
  417. CreateRenderTarget();
  418. ImGui_ImplDX12_CreateDeviceObjects();
  419. }
  420. return 0;
  421. case WM_SYSCOMMAND:
  422. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  423. return 0;
  424. break;
  425. case WM_DESTROY:
  426. ::PostQuitMessage(0);
  427. return 0;
  428. }
  429. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  430. }