imgui_impl_dx12.cpp 59 KB

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  1. // dear imgui: Renderer Backend for DirectX12
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
  5. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  6. // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  7. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  8. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  9. // FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
  10. // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
  11. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
  12. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  13. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  14. // Learn about Dear ImGui:
  15. // - FAQ https://dearimgui.com/faq
  16. // - Getting Started https://dearimgui.com/getting-started
  17. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  18. // - Introduction, links and more at the top of imgui.cpp
  19. // CHANGELOG
  20. // (minor and older changes stripped away, please see git history for details)
  21. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  22. // 2025-06-19: Fixed build on MinGW. (#8702, #4594)
  23. // 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
  24. // 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
  25. // 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
  26. // 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
  27. // 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
  28. // 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
  29. // 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
  30. // 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
  31. // 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  32. // 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  33. // 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
  34. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  35. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
  36. // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  37. // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
  38. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
  39. // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
  40. // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
  41. // 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
  42. // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  43. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  44. // 2019-03-29: Misc: Various minor tidying up.
  45. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  46. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  47. // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
  48. // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
  49. // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
  50. // 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
  51. #include "imgui.h"
  52. #ifndef IMGUI_DISABLE
  53. #include "imgui_impl_dx12.h"
  54. // DirectX
  55. #include <d3d12.h>
  56. #include <dxgi1_4.h>
  57. #include <d3dcompiler.h>
  58. #ifdef _MSC_VER
  59. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  60. #endif
  61. // Clang/GCC warnings with -Weverything
  62. #if defined(__clang__)
  63. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
  64. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  65. #endif
  66. // MinGW workaround, see #4594
  67. typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE;
  68. // DirectX12 data
  69. struct ImGui_ImplDX12_RenderBuffers;
  70. struct ImGui_ImplDX12_Texture
  71. {
  72. ID3D12Resource* pTextureResource;
  73. D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
  74. D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
  75. ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); }
  76. };
  77. struct ImGui_ImplDX12_Data
  78. {
  79. ImGui_ImplDX12_InitInfo InitInfo;
  80. ID3D12Device* pd3dDevice;
  81. ID3D12RootSignature* pRootSignature;
  82. ID3D12PipelineState* pPipelineState;
  83. ID3D12CommandQueue* pCommandQueue;
  84. bool commandQueueOwned;
  85. DXGI_FORMAT RTVFormat;
  86. DXGI_FORMAT DSVFormat;
  87. ID3D12DescriptorHeap* pd3dSrvDescHeap;
  88. UINT numFramesInFlight;
  89. ImGui_ImplDX12_RenderBuffers* pFrameResources;
  90. UINT frameIndex;
  91. bool LegacySingleDescriptorUsed;
  92. ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
  93. };
  94. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  95. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  96. static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
  97. {
  98. return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  99. }
  100. // Buffers used during the rendering of a frame
  101. struct ImGui_ImplDX12_RenderBuffers
  102. {
  103. ID3D12Resource* IndexBuffer;
  104. ID3D12Resource* VertexBuffer;
  105. int IndexBufferSize;
  106. int VertexBufferSize;
  107. };
  108. // Buffers used for secondary viewports created by the multi-viewports systems
  109. struct ImGui_ImplDX12_FrameContext
  110. {
  111. ID3D12CommandAllocator* CommandAllocator;
  112. ID3D12Resource* RenderTarget;
  113. D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
  114. };
  115. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  116. // Main viewport created by application will only use the Resources field.
  117. // Secondary viewports created by this backend will use all the fields (including Window fields),
  118. struct ImGui_ImplDX12_ViewportData
  119. {
  120. // Window
  121. ID3D12CommandQueue* CommandQueue;
  122. ID3D12GraphicsCommandList* CommandList;
  123. ID3D12DescriptorHeap* RtvDescHeap;
  124. IDXGISwapChain3* SwapChain;
  125. ID3D12Fence* Fence;
  126. UINT64 FenceSignaledValue;
  127. HANDLE FenceEvent;
  128. UINT NumFramesInFlight;
  129. ImGui_ImplDX12_FrameContext* FrameCtx;
  130. // Render buffers
  131. UINT FrameIndex;
  132. ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
  133. ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
  134. {
  135. CommandQueue = nullptr;
  136. CommandList = nullptr;
  137. RtvDescHeap = nullptr;
  138. SwapChain = nullptr;
  139. Fence = nullptr;
  140. FenceSignaledValue = 0;
  141. FenceEvent = nullptr;
  142. NumFramesInFlight = num_frames_in_flight;
  143. FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
  144. FrameIndex = UINT_MAX;
  145. FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
  146. for (UINT i = 0; i < NumFramesInFlight; ++i)
  147. {
  148. FrameCtx[i].CommandAllocator = nullptr;
  149. FrameCtx[i].RenderTarget = nullptr;
  150. // Create buffers with a default size (they will later be grown as needed)
  151. FrameRenderBuffers[i].IndexBuffer = nullptr;
  152. FrameRenderBuffers[i].VertexBuffer = nullptr;
  153. FrameRenderBuffers[i].VertexBufferSize = 5000;
  154. FrameRenderBuffers[i].IndexBufferSize = 10000;
  155. }
  156. }
  157. ~ImGui_ImplDX12_ViewportData()
  158. {
  159. IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
  160. IM_ASSERT(RtvDescHeap == nullptr);
  161. IM_ASSERT(SwapChain == nullptr);
  162. IM_ASSERT(Fence == nullptr);
  163. IM_ASSERT(FenceEvent == nullptr);
  164. for (UINT i = 0; i < NumFramesInFlight; ++i)
  165. {
  166. IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
  167. IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
  168. }
  169. delete[] FrameCtx; FrameCtx = nullptr;
  170. delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
  171. }
  172. };
  173. struct VERTEX_CONSTANT_BUFFER_DX12
  174. {
  175. float mvp[4][4];
  176. };
  177. // Forward Declarations
  178. static void ImGui_ImplDX12_InitPlatformInterface();
  179. static void ImGui_ImplDX12_ShutdownPlatformInterface();
  180. // Functions
  181. static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
  182. {
  183. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  184. // Setup orthographic projection matrix into our constant buffer
  185. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  186. VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
  187. {
  188. float L = draw_data->DisplayPos.x;
  189. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  190. float T = draw_data->DisplayPos.y;
  191. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  192. float mvp[4][4] =
  193. {
  194. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  195. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  196. { 0.0f, 0.0f, 0.5f, 0.0f },
  197. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  198. };
  199. memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
  200. }
  201. // Setup viewport
  202. D3D12_VIEWPORT vp = {};
  203. vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
  204. vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
  205. vp.MinDepth = 0.0f;
  206. vp.MaxDepth = 1.0f;
  207. vp.TopLeftX = vp.TopLeftY = 0.0f;
  208. command_list->RSSetViewports(1, &vp);
  209. // Bind shader and vertex buffers
  210. unsigned int stride = sizeof(ImDrawVert);
  211. unsigned int offset = 0;
  212. D3D12_VERTEX_BUFFER_VIEW vbv = {};
  213. vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
  214. vbv.SizeInBytes = fr->VertexBufferSize * stride;
  215. vbv.StrideInBytes = stride;
  216. command_list->IASetVertexBuffers(0, 1, &vbv);
  217. D3D12_INDEX_BUFFER_VIEW ibv = {};
  218. ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
  219. ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
  220. ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  221. command_list->IASetIndexBuffer(&ibv);
  222. command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  223. command_list->SetPipelineState(bd->pPipelineState);
  224. command_list->SetGraphicsRootSignature(bd->pRootSignature);
  225. command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
  226. // Setup blend factor
  227. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  228. command_list->OMSetBlendFactor(blend_factor);
  229. }
  230. template<typename T>
  231. static inline void SafeRelease(T*& res)
  232. {
  233. if (res)
  234. res->Release();
  235. res = nullptr;
  236. }
  237. // Render function
  238. void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
  239. {
  240. // Avoid rendering when minimized
  241. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  242. return;
  243. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  244. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  245. if (draw_data->Textures != nullptr)
  246. for (ImTextureData* tex : *draw_data->Textures)
  247. if (tex->Status != ImTextureStatus_OK)
  248. ImGui_ImplDX12_UpdateTexture(tex);
  249. // FIXME: We are assuming that this only gets called once per frame!
  250. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  251. ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
  252. vd->FrameIndex++;
  253. ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
  254. // Create and grow vertex/index buffers if needed
  255. if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
  256. {
  257. SafeRelease(fr->VertexBuffer);
  258. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  259. D3D12_HEAP_PROPERTIES props = {};
  260. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  261. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  262. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  263. D3D12_RESOURCE_DESC desc = {};
  264. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  265. desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
  266. desc.Height = 1;
  267. desc.DepthOrArraySize = 1;
  268. desc.MipLevels = 1;
  269. desc.Format = DXGI_FORMAT_UNKNOWN;
  270. desc.SampleDesc.Count = 1;
  271. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  272. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  273. if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
  274. return;
  275. }
  276. if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
  277. {
  278. SafeRelease(fr->IndexBuffer);
  279. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  280. D3D12_HEAP_PROPERTIES props = {};
  281. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  282. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  283. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  284. D3D12_RESOURCE_DESC desc = {};
  285. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  286. desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
  287. desc.Height = 1;
  288. desc.DepthOrArraySize = 1;
  289. desc.MipLevels = 1;
  290. desc.Format = DXGI_FORMAT_UNKNOWN;
  291. desc.SampleDesc.Count = 1;
  292. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  293. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  294. if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
  295. return;
  296. }
  297. // Upload vertex/index data into a single contiguous GPU buffer
  298. // During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
  299. void* vtx_resource, *idx_resource;
  300. D3D12_RANGE range = { 0, 0 };
  301. if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
  302. return;
  303. if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
  304. return;
  305. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
  306. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
  307. for (const ImDrawList* draw_list : draw_data->CmdLists)
  308. {
  309. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  310. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  311. vtx_dst += draw_list->VtxBuffer.Size;
  312. idx_dst += draw_list->IdxBuffer.Size;
  313. }
  314. // During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only)
  315. range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource);
  316. IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert));
  317. fr->VertexBuffer->Unmap(0, &range);
  318. range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource);
  319. IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx));
  320. fr->IndexBuffer->Unmap(0, &range);
  321. // Setup desired DX state
  322. ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
  323. // Setup render state structure (for callbacks and custom texture bindings)
  324. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  325. ImGui_ImplDX12_RenderState render_state;
  326. render_state.Device = bd->pd3dDevice;
  327. render_state.CommandList = command_list;
  328. platform_io.Renderer_RenderState = &render_state;
  329. // Render command lists
  330. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  331. int global_vtx_offset = 0;
  332. int global_idx_offset = 0;
  333. ImVec2 clip_off = draw_data->DisplayPos;
  334. ImVec2 clip_scale = draw_data->FramebufferScale;
  335. for (const ImDrawList* draw_list : draw_data->CmdLists)
  336. {
  337. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  338. {
  339. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  340. if (pcmd->UserCallback != nullptr)
  341. {
  342. // User callback, registered via ImDrawList::AddCallback()
  343. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  344. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  345. ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
  346. else
  347. pcmd->UserCallback(draw_list, pcmd);
  348. }
  349. else
  350. {
  351. // Project scissor/clipping rectangles into framebuffer space
  352. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  353. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  354. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  355. continue;
  356. // Apply scissor/clipping rectangle
  357. const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  358. command_list->RSSetScissorRects(1, &r);
  359. // Bind texture, Draw
  360. D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
  361. texture_handle.ptr = (UINT64)pcmd->GetTexID();
  362. command_list->SetGraphicsRootDescriptorTable(1, texture_handle);
  363. command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  364. }
  365. }
  366. global_idx_offset += draw_list->IdxBuffer.Size;
  367. global_vtx_offset += draw_list->VtxBuffer.Size;
  368. }
  369. platform_io.Renderer_RenderState = nullptr;
  370. }
  371. static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
  372. {
  373. ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
  374. if (backend_tex == nullptr)
  375. return;
  376. IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
  377. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  378. bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
  379. SafeRelease(backend_tex->pTextureResource);
  380. backend_tex->hFontSrvCpuDescHandle.ptr = 0;
  381. backend_tex->hFontSrvGpuDescHandle.ptr = 0;
  382. IM_DELETE(backend_tex);
  383. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  384. tex->SetTexID(ImTextureID_Invalid);
  385. tex->SetStatus(ImTextureStatus_Destroyed);
  386. tex->BackendUserData = nullptr;
  387. }
  388. void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
  389. {
  390. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  391. bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in?
  392. if (tex->Status == ImTextureStatus_WantCreate)
  393. {
  394. // Create and upload new texture to graphics system
  395. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  396. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  397. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  398. ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)();
  399. bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle
  400. D3D12_HEAP_PROPERTIES props = {};
  401. props.Type = D3D12_HEAP_TYPE_DEFAULT;
  402. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  403. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  404. D3D12_RESOURCE_DESC desc;
  405. ZeroMemory(&desc, sizeof(desc));
  406. desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  407. desc.Alignment = 0;
  408. desc.Width = tex->Width;
  409. desc.Height = tex->Height;
  410. desc.DepthOrArraySize = 1;
  411. desc.MipLevels = 1;
  412. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  413. desc.SampleDesc.Count = 1;
  414. desc.SampleDesc.Quality = 0;
  415. desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  416. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  417. ID3D12Resource* pTexture = nullptr;
  418. bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
  419. D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
  420. // Create SRV
  421. D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
  422. ZeroMemory(&srvDesc, sizeof(srvDesc));
  423. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  424. srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  425. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  426. srvDesc.Texture2D.MostDetailedMip = 0;
  427. srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  428. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle);
  429. SafeRelease(backend_tex->pTextureResource);
  430. backend_tex->pTextureResource = pTexture;
  431. // Store identifiers
  432. tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr);
  433. tex->BackendUserData = backend_tex;
  434. need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier
  435. // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
  436. }
  437. if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
  438. {
  439. ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
  440. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  441. // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
  442. // FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[]
  443. // - Copy all blocks contiguously in upload buffer.
  444. // - Barrier before copy, submit all CopyTextureRegion(), barrier after copy.
  445. const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
  446. const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
  447. const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
  448. const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
  449. // Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
  450. // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
  451. UINT upload_pitch_src = upload_w * tex->BytesPerPixel;
  452. UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
  453. UINT upload_size = upload_pitch_dst * upload_h;
  454. D3D12_RESOURCE_DESC desc;
  455. ZeroMemory(&desc, sizeof(desc));
  456. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  457. desc.Alignment = 0;
  458. desc.Width = upload_size;
  459. desc.Height = 1;
  460. desc.DepthOrArraySize = 1;
  461. desc.MipLevels = 1;
  462. desc.Format = DXGI_FORMAT_UNKNOWN;
  463. desc.SampleDesc.Count = 1;
  464. desc.SampleDesc.Quality = 0;
  465. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  466. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  467. D3D12_HEAP_PROPERTIES props;
  468. memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
  469. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  470. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  471. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  472. // FIXME-OPT: Can upload buffer be reused?
  473. ID3D12Resource* uploadBuffer = nullptr;
  474. HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
  475. D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
  476. IM_ASSERT(SUCCEEDED(hr));
  477. // Create temporary command list and execute immediately
  478. ID3D12Fence* fence = nullptr;
  479. hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
  480. IM_ASSERT(SUCCEEDED(hr));
  481. HANDLE event = ::CreateEvent(0, 0, 0, 0);
  482. IM_ASSERT(event != nullptr);
  483. // FIXME-OPT: Create once and reuse?
  484. ID3D12CommandAllocator* cmdAlloc = nullptr;
  485. hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
  486. IM_ASSERT(SUCCEEDED(hr));
  487. // FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
  488. ID3D12GraphicsCommandList* cmdList = nullptr;
  489. hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
  490. IM_ASSERT(SUCCEEDED(hr));
  491. // Copy to upload buffer
  492. void* mapped = nullptr;
  493. D3D12_RANGE range = { 0, upload_size };
  494. hr = uploadBuffer->Map(0, &range, &mapped);
  495. IM_ASSERT(SUCCEEDED(hr));
  496. for (int y = 0; y < upload_h; y++)
  497. memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
  498. uploadBuffer->Unmap(0, &range);
  499. if (need_barrier_before_copy)
  500. {
  501. D3D12_RESOURCE_BARRIER barrier = {};
  502. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  503. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  504. barrier.Transition.pResource = backend_tex->pTextureResource;
  505. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  506. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  507. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
  508. cmdList->ResourceBarrier(1, &barrier);
  509. }
  510. D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
  511. D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
  512. {
  513. srcLocation.pResource = uploadBuffer;
  514. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
  515. srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  516. srcLocation.PlacedFootprint.Footprint.Width = upload_w;
  517. srcLocation.PlacedFootprint.Footprint.Height = upload_h;
  518. srcLocation.PlacedFootprint.Footprint.Depth = 1;
  519. srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst;
  520. dstLocation.pResource = backend_tex->pTextureResource;
  521. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  522. dstLocation.SubresourceIndex = 0;
  523. }
  524. cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr);
  525. {
  526. D3D12_RESOURCE_BARRIER barrier = {};
  527. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  528. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  529. barrier.Transition.pResource = backend_tex->pTextureResource;
  530. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  531. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
  532. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  533. cmdList->ResourceBarrier(1, &barrier);
  534. }
  535. hr = cmdList->Close();
  536. IM_ASSERT(SUCCEEDED(hr));
  537. ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
  538. cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
  539. hr = cmdQueue->Signal(fence, 1);
  540. IM_ASSERT(SUCCEEDED(hr));
  541. // FIXME-OPT: Suboptimal?
  542. // - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
  543. // - Store per-frame in flight: upload buffer?
  544. // - Where do cmdList and cmdAlloc fit?
  545. fence->SetEventOnCompletion(1, event);
  546. ::WaitForSingleObject(event, INFINITE);
  547. cmdList->Release();
  548. cmdAlloc->Release();
  549. ::CloseHandle(event);
  550. fence->Release();
  551. uploadBuffer->Release();
  552. tex->SetStatus(ImTextureStatus_OK);
  553. }
  554. if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight)
  555. ImGui_ImplDX12_DestroyTexture(tex);
  556. }
  557. bool ImGui_ImplDX12_CreateDeviceObjects()
  558. {
  559. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  560. if (!bd || !bd->pd3dDevice)
  561. return false;
  562. if (bd->pPipelineState)
  563. ImGui_ImplDX12_InvalidateDeviceObjects();
  564. // Create the root signature
  565. {
  566. D3D12_DESCRIPTOR_RANGE descRange = {};
  567. descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  568. descRange.NumDescriptors = 1;
  569. descRange.BaseShaderRegister = 0;
  570. descRange.RegisterSpace = 0;
  571. descRange.OffsetInDescriptorsFromTableStart = 0;
  572. D3D12_ROOT_PARAMETER param[2] = {};
  573. param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
  574. param[0].Constants.ShaderRegister = 0;
  575. param[0].Constants.RegisterSpace = 0;
  576. param[0].Constants.Num32BitValues = 16;
  577. param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
  578. param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  579. param[1].DescriptorTable.NumDescriptorRanges = 1;
  580. param[1].DescriptorTable.pDescriptorRanges = &descRange;
  581. param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  582. // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
  583. D3D12_STATIC_SAMPLER_DESC staticSampler[1] = {};
  584. staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
  585. staticSampler[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  586. staticSampler[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  587. staticSampler[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
  588. staticSampler[0].MipLODBias = 0.f;
  589. staticSampler[0].MaxAnisotropy = 0;
  590. staticSampler[0].ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  591. staticSampler[0].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  592. staticSampler[0].MinLOD = 0.f;
  593. staticSampler[0].MaxLOD = D3D12_FLOAT32_MAX;
  594. staticSampler[0].ShaderRegister = 0;
  595. staticSampler[0].RegisterSpace = 0;
  596. staticSampler[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  597. D3D12_ROOT_SIGNATURE_DESC desc = {};
  598. desc.NumParameters = _countof(param);
  599. desc.pParameters = param;
  600. desc.NumStaticSamplers = 1;
  601. desc.pStaticSamplers = &staticSampler[0];
  602. desc.Flags =
  603. D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
  604. D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
  605. D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
  606. D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  607. // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
  608. // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
  609. static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
  610. if (d3d12_dll == nullptr)
  611. {
  612. // Attempt to load d3d12.dll from local directories. This will only succeed if
  613. // (1) the current OS is Windows 7, and
  614. // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
  615. // See https://github.com/ocornut/imgui/pull/3696 for details.
  616. const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
  617. for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
  618. if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
  619. break;
  620. // If failed, we are on Windows >= 10.
  621. if (d3d12_dll == nullptr)
  622. d3d12_dll = ::LoadLibraryA("d3d12.dll");
  623. if (d3d12_dll == nullptr)
  624. return false;
  625. }
  626. _PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
  627. if (D3D12SerializeRootSignatureFn == nullptr)
  628. return false;
  629. ID3DBlob* blob = nullptr;
  630. if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
  631. return false;
  632. bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
  633. blob->Release();
  634. }
  635. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  636. // If you would like to use this DX12 sample code but remove this dependency you can:
  637. // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
  638. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  639. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  640. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
  641. psoDesc.NodeMask = 1;
  642. psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
  643. psoDesc.pRootSignature = bd->pRootSignature;
  644. psoDesc.SampleMask = UINT_MAX;
  645. psoDesc.NumRenderTargets = 1;
  646. psoDesc.RTVFormats[0] = bd->RTVFormat;
  647. psoDesc.DSVFormat = bd->DSVFormat;
  648. psoDesc.SampleDesc.Count = 1;
  649. psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  650. ID3DBlob* vertexShaderBlob;
  651. ID3DBlob* pixelShaderBlob;
  652. // Create the vertex shader
  653. {
  654. static const char* vertexShader =
  655. "cbuffer vertexBuffer : register(b0) \
  656. {\
  657. float4x4 ProjectionMatrix; \
  658. };\
  659. struct VS_INPUT\
  660. {\
  661. float2 pos : POSITION;\
  662. float4 col : COLOR0;\
  663. float2 uv : TEXCOORD0;\
  664. };\
  665. \
  666. struct PS_INPUT\
  667. {\
  668. float4 pos : SV_POSITION;\
  669. float4 col : COLOR0;\
  670. float2 uv : TEXCOORD0;\
  671. };\
  672. \
  673. PS_INPUT main(VS_INPUT input)\
  674. {\
  675. PS_INPUT output;\
  676. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  677. output.col = input.col;\
  678. output.uv = input.uv;\
  679. return output;\
  680. }";
  681. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
  682. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  683. psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
  684. // Create the input layout
  685. static D3D12_INPUT_ELEMENT_DESC local_layout[] =
  686. {
  687. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  688. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  689. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  690. };
  691. psoDesc.InputLayout = { local_layout, 3 };
  692. }
  693. // Create the pixel shader
  694. {
  695. static const char* pixelShader =
  696. "struct PS_INPUT\
  697. {\
  698. float4 pos : SV_POSITION;\
  699. float4 col : COLOR0;\
  700. float2 uv : TEXCOORD0;\
  701. };\
  702. SamplerState sampler0 : register(s0);\
  703. Texture2D texture0 : register(t0);\
  704. \
  705. float4 main(PS_INPUT input) : SV_Target\
  706. {\
  707. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  708. return out_col; \
  709. }";
  710. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
  711. {
  712. vertexShaderBlob->Release();
  713. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  714. }
  715. psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
  716. }
  717. // Create the blending setup
  718. {
  719. D3D12_BLEND_DESC& desc = psoDesc.BlendState;
  720. desc.AlphaToCoverageEnable = false;
  721. desc.RenderTarget[0].BlendEnable = true;
  722. desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
  723. desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
  724. desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
  725. desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
  726. desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
  727. desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
  728. desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
  729. }
  730. // Create the rasterizer state
  731. {
  732. D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
  733. desc.FillMode = D3D12_FILL_MODE_SOLID;
  734. desc.CullMode = D3D12_CULL_MODE_NONE;
  735. desc.FrontCounterClockwise = FALSE;
  736. desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
  737. desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
  738. desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
  739. desc.DepthClipEnable = true;
  740. desc.MultisampleEnable = FALSE;
  741. desc.AntialiasedLineEnable = FALSE;
  742. desc.ForcedSampleCount = 0;
  743. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  744. }
  745. // Create depth-stencil State
  746. {
  747. D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
  748. desc.DepthEnable = false;
  749. desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
  750. desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  751. desc.StencilEnable = false;
  752. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
  753. desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  754. desc.BackFace = desc.FrontFace;
  755. }
  756. HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
  757. vertexShaderBlob->Release();
  758. pixelShaderBlob->Release();
  759. if (result_pipeline_state != S_OK)
  760. return false;
  761. return true;
  762. }
  763. static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
  764. {
  765. SafeRelease(render_buffers->IndexBuffer);
  766. SafeRelease(render_buffers->VertexBuffer);
  767. render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
  768. }
  769. void ImGui_ImplDX12_InvalidateDeviceObjects()
  770. {
  771. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  772. if (!bd || !bd->pd3dDevice)
  773. return;
  774. if (bd->commandQueueOwned)
  775. SafeRelease(bd->pCommandQueue);
  776. bd->commandQueueOwned = false;
  777. SafeRelease(bd->pRootSignature);
  778. SafeRelease(bd->pPipelineState);
  779. // Destroy all textures
  780. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  781. if (tex->RefCount == 1)
  782. ImGui_ImplDX12_DestroyTexture(tex);
  783. }
  784. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
  785. static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info)
  786. {
  787. // Wrap legacy behavior of passing space for a single descriptor
  788. IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
  789. init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
  790. {
  791. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  792. IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
  793. *out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
  794. *out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
  795. bd->LegacySingleDescriptorUsed = true;
  796. };
  797. init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
  798. {
  799. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  800. IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
  801. bd->LegacySingleDescriptorUsed = false;
  802. };
  803. }
  804. #endif
  805. bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
  806. {
  807. ImGuiIO& io = ImGui::GetIO();
  808. IMGUI_CHECKVERSION();
  809. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  810. // Setup backend capabilities flags
  811. ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
  812. bd->InitInfo = *init_info; // Deep copy
  813. init_info = &bd->InitInfo;
  814. bd->pd3dDevice = init_info->Device;
  815. IM_ASSERT(init_info->CommandQueue != NULL);
  816. bd->pCommandQueue = init_info->CommandQueue;
  817. bd->RTVFormat = init_info->RTVFormat;
  818. bd->DSVFormat = init_info->DSVFormat;
  819. bd->numFramesInFlight = init_info->NumFramesInFlight;
  820. bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
  821. io.BackendRendererUserData = (void*)bd;
  822. io.BackendRendererName = "imgui_impl_dx12";
  823. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  824. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  825. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  826. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  827. ImGui_ImplDX12_InitPlatformInterface();
  828. // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
  829. // Since this is created and managed by the application, we will only use the ->Resources[] fields.
  830. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  831. main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
  832. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
  833. if (init_info->SrvDescriptorAllocFn == nullptr)
  834. ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
  835. #endif
  836. IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
  837. return true;
  838. }
  839. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
  840. // Legacy initialization API Obsoleted in 1.91.5
  841. // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
  842. bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
  843. {
  844. ImGui_ImplDX12_InitInfo init_info;
  845. init_info.Device = device;
  846. init_info.NumFramesInFlight = num_frames_in_flight;
  847. init_info.RTVFormat = rtv_format;
  848. init_info.SrvDescriptorHeap = srv_descriptor_heap;
  849. init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
  850. init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;
  851. D3D12_COMMAND_QUEUE_DESC queueDesc = {};
  852. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  853. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  854. queueDesc.NodeMask = 1;
  855. HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue));
  856. IM_ASSERT(SUCCEEDED(hr));
  857. bool ret = ImGui_ImplDX12_Init(&init_info);
  858. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  859. bd->commandQueueOwned = true;
  860. ImGuiIO& io = ImGui::GetIO();
  861. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
  862. return ret;
  863. }
  864. #endif
  865. void ImGui_ImplDX12_Shutdown()
  866. {
  867. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  868. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  869. ImGuiIO& io = ImGui::GetIO();
  870. // Manually delete main viewport render resources in-case we haven't initialized for viewports
  871. ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  872. if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
  873. {
  874. // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
  875. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  876. ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
  877. IM_DELETE(vd);
  878. main_viewport->RendererUserData = nullptr;
  879. }
  880. // Clean up windows and device objects
  881. ImGui_ImplDX12_ShutdownPlatformInterface();
  882. ImGui_ImplDX12_InvalidateDeviceObjects();
  883. io.BackendRendererName = nullptr;
  884. io.BackendRendererUserData = nullptr;
  885. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
  886. IM_DELETE(bd);
  887. }
  888. void ImGui_ImplDX12_NewFrame()
  889. {
  890. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  891. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
  892. if (!bd->pPipelineState)
  893. if (!ImGui_ImplDX12_CreateDeviceObjects())
  894. IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
  895. }
  896. //--------------------------------------------------------------------------------------------------------
  897. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  898. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  899. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  900. //--------------------------------------------------------------------------------------------------------
  901. static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
  902. {
  903. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  904. ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
  905. viewport->RendererUserData = vd;
  906. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
  907. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  908. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  909. IM_ASSERT(hwnd != 0);
  910. vd->FrameIndex = UINT_MAX;
  911. // Create command queue.
  912. D3D12_COMMAND_QUEUE_DESC queue_desc = {};
  913. queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  914. queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  915. HRESULT res = S_OK;
  916. res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
  917. IM_ASSERT(res == S_OK);
  918. // Create command allocator.
  919. for (UINT i = 0; i < bd->numFramesInFlight; ++i)
  920. {
  921. res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
  922. IM_ASSERT(res == S_OK);
  923. }
  924. // Create command list.
  925. res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
  926. IM_ASSERT(res == S_OK);
  927. vd->CommandList->Close();
  928. // Create fence.
  929. res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
  930. IM_ASSERT(res == S_OK);
  931. vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
  932. IM_ASSERT(vd->FenceEvent != nullptr);
  933. // Create swap chain
  934. // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
  935. DXGI_SWAP_CHAIN_DESC1 sd1;
  936. ZeroMemory(&sd1, sizeof(sd1));
  937. sd1.BufferCount = bd->numFramesInFlight;
  938. sd1.Width = (UINT)viewport->Size.x;
  939. sd1.Height = (UINT)viewport->Size.y;
  940. sd1.Format = bd->RTVFormat;
  941. sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  942. sd1.SampleDesc.Count = 1;
  943. sd1.SampleDesc.Quality = 0;
  944. sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  945. sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
  946. sd1.Scaling = DXGI_SCALING_NONE;
  947. sd1.Stereo = FALSE;
  948. IDXGIFactory4* dxgi_factory = nullptr;
  949. res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
  950. IM_ASSERT(res == S_OK);
  951. IDXGISwapChain1* swap_chain = nullptr;
  952. res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
  953. IM_ASSERT(res == S_OK);
  954. dxgi_factory->Release();
  955. // Or swapChain.As(&mSwapChain)
  956. IM_ASSERT(vd->SwapChain == nullptr);
  957. swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
  958. swap_chain->Release();
  959. // Create the render targets
  960. if (vd->SwapChain)
  961. {
  962. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  963. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  964. desc.NumDescriptors = bd->numFramesInFlight;
  965. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  966. desc.NodeMask = 1;
  967. HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
  968. IM_ASSERT(hr == S_OK);
  969. SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  970. D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
  971. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  972. {
  973. vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
  974. rtv_handle.ptr += rtv_descriptor_size;
  975. }
  976. ID3D12Resource* back_buffer;
  977. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  978. {
  979. IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
  980. vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
  981. bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
  982. vd->FrameCtx[i].RenderTarget = back_buffer;
  983. }
  984. }
  985. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  986. ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
  987. }
  988. static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
  989. {
  990. HRESULT hr = S_FALSE;
  991. if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
  992. {
  993. hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
  994. IM_ASSERT(hr == S_OK);
  995. ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
  996. hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
  997. IM_ASSERT(hr == S_OK);
  998. ::WaitForSingleObject(vd->FenceEvent, INFINITE);
  999. }
  1000. }
  1001. static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
  1002. {
  1003. // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
  1004. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  1005. if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
  1006. {
  1007. ImGui_WaitForPendingOperations(vd);
  1008. SafeRelease(vd->CommandQueue);
  1009. SafeRelease(vd->CommandList);
  1010. SafeRelease(vd->SwapChain);
  1011. SafeRelease(vd->RtvDescHeap);
  1012. SafeRelease(vd->Fence);
  1013. ::CloseHandle(vd->FenceEvent);
  1014. vd->FenceEvent = nullptr;
  1015. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  1016. {
  1017. SafeRelease(vd->FrameCtx[i].RenderTarget);
  1018. SafeRelease(vd->FrameCtx[i].CommandAllocator);
  1019. ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
  1020. }
  1021. IM_DELETE(vd);
  1022. }
  1023. viewport->RendererUserData = nullptr;
  1024. }
  1025. static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  1026. {
  1027. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  1028. ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
  1029. ImGui_WaitForPendingOperations(vd);
  1030. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  1031. SafeRelease(vd->FrameCtx[i].RenderTarget);
  1032. if (vd->SwapChain)
  1033. {
  1034. ID3D12Resource* back_buffer = nullptr;
  1035. vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
  1036. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  1037. {
  1038. vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
  1039. bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
  1040. vd->FrameCtx[i].RenderTarget = back_buffer;
  1041. }
  1042. }
  1043. }
  1044. static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
  1045. {
  1046. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  1047. ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
  1048. ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
  1049. UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
  1050. const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  1051. D3D12_RESOURCE_BARRIER barrier = {};
  1052. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  1053. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  1054. barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
  1055. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  1056. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  1057. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  1058. // Draw
  1059. ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
  1060. frame_context->CommandAllocator->Reset();
  1061. cmd_list->Reset(frame_context->CommandAllocator, nullptr);
  1062. cmd_list->ResourceBarrier(1, &barrier);
  1063. cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
  1064. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  1065. cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (const float*)&clear_color, 0, nullptr);
  1066. cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
  1067. ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
  1068. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  1069. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  1070. cmd_list->ResourceBarrier(1, &barrier);
  1071. cmd_list->Close();
  1072. vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
  1073. vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
  1074. vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
  1075. }
  1076. static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
  1077. {
  1078. ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
  1079. vd->SwapChain->Present(0, 0);
  1080. while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
  1081. ::SwitchToThread();
  1082. }
  1083. void ImGui_ImplDX12_InitPlatformInterface()
  1084. {
  1085. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  1086. platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
  1087. platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
  1088. platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
  1089. platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
  1090. platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
  1091. }
  1092. void ImGui_ImplDX12_ShutdownPlatformInterface()
  1093. {
  1094. ImGui::DestroyPlatformWindows();
  1095. }
  1096. //-----------------------------------------------------------------------------
  1097. #endif // #ifndef IMGUI_DISABLE