Merge latest from ocornut/imgui

This commit is contained in:
Jefferson Montgomery
2017-03-13 10:41:10 -07:00
committed by Jefferson Montgomery
100 changed files with 8923 additions and 3831 deletions

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@ -1,4 +1,4 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d12.lib d3dcompiler.lib
cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib

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@ -120,7 +120,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
@ -137,7 +137,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>

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@ -42,4 +42,4 @@
<ItemGroup>
<None Include="..\README.txt" />
</ItemGroup>
</Project>
</Project>

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@ -1,4 +1,6 @@
// ImGui Win32 + DirectX12 binding
// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -48,116 +50,143 @@ struct VERTEX_CONSTANT_BUFFER
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
{
// Create and grow vertex/index buffers if needed
//
// NOTE: I'm assuming that this only get's called once per frame! If not,
// we can't just re-allocate the IB or VB, we'll have to do a proper
// allocator.
g_frameIndex = g_frameIndex + 1;
FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
ID3D12Resource* g_pVB = frameResources->VB;
ID3D12Resource* g_pIB = frameResources->IB;
int g_VertexBufferSize = frameResources->VertexBufferSize;
int g_IndexBufferSize = frameResources->IndexBufferSize;
ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
D3D12_HEAP_PROPERTIES props = {};
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (!frameResources->VB || frameResources->VertexBufferSize < draw_data->TotalVtxCount)
// Create and grow vertex/index buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
if (frameResources->VB) { frameResources->VB->Release(); frameResources->VB = NULL; }
frameResources->VertexBufferSize = draw_data->TotalVtxCount + 5000;
desc.Width = frameResources->VertexBufferSize * sizeof(ImDrawVert);
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&frameResources->VB));
assert(SUCCEEDED(hr));
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
return;
frameResources->VB = g_pVB;
frameResources->VertexBufferSize = g_VertexBufferSize;
}
if (!frameResources->IB || frameResources->IndexBufferSize < draw_data->TotalIdxCount)
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
{
if (frameResources->IB) { frameResources->IB->Release(); frameResources->IB = NULL; }
frameResources->IndexBufferSize = draw_data->TotalIdxCount + 10000;
desc.Width = frameResources->IndexBufferSize * sizeof(ImDrawIdx);
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&frameResources->IB));
assert(SUCCEEDED(hr));
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
return;
frameResources->IB = g_pIB;
frameResources->IndexBufferSize = g_IndexBufferSize;
}
// Copy and convert all vertices into a single contiguous buffer
D3D12_RANGE range = {};
void* vtx_resource = NULL;
HRESULT hr = frameResources->VB->Map(0, &range, &vtx_resource);
assert(SUCCEEDED(hr));
void* idx_resource = NULL;
hr = frameResources->IB->Map(0, &range, &idx_resource);
assert(SUCCEEDED(hr));
void* vtx_resource, *idx_resource;
D3D12_RANGE range;
memset(&range, 0, sizeof(D3D12_RANGE));
if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
return;
if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.size();
idx_dst += cmd_list->IdxBuffer.size();
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
frameResources->VB->Unmap(0, &range);
frameResources->IB->Unmap(0, &range);
g_pVB->Unmap(0, &range);
g_pIB->Unmap(0, &range);
// Setup orthographic projection matrix into our constant buffer
VERTEX_CONSTANT_BUFFER vertexConstantBuffer = {};
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
{
const float L = 0.0f;
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
float L = 0.0f;
float R = ImGui::GetIO().DisplaySize.x;
float B = ImGui::GetIO().DisplaySize.y;
float T = 0.0f;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&vertexConstantBuffer.mvp, mvp, sizeof(mvp));
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
}
// Setup viewport
D3D12_VIEWPORT viewport = {};
viewport.Width = ImGui::GetIO().DisplaySize.x;
viewport.Height = ImGui::GetIO().DisplaySize.y;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
D3D12_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D12_VIEWPORT));
vp.Width = ImGui::GetIO().DisplaySize.x;
vp.Height = ImGui::GetIO().DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0.0f;
ctx->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
D3D12_VERTEX_BUFFER_VIEW vbv = {};
vbv.BufferLocation = frameResources->VB->GetGPUVirtualAddress();
vbv.SizeInBytes = frameResources->VertexBufferSize * sizeof(ImDrawVert);
vbv.StrideInBytes = sizeof(ImDrawVert);
D3D12_INDEX_BUFFER_VIEW ibv = {};
ibv.BufferLocation = frameResources->IB->GetGPUVirtualAddress();
ibv.SizeInBytes = frameResources->IndexBufferSize * sizeof(ImDrawIdx);
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
D3D12_VERTEX_BUFFER_VIEW vbv;
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = g_VertexBufferSize * stride;
vbv.StrideInBytes = stride;
ctx->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv;
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
ctx->IASetIndexBuffer(&ibv);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->SetPipelineState(g_pPipelineState);
ctx->SetGraphicsRootSignature(g_pRootSignature);
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
FLOAT blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
g_pd3dCommandList->SetPipelineState(g_pPipelineState);
g_pd3dCommandList->SetGraphicsRootSignature(g_pRootSignature);
g_pd3dCommandList->SetGraphicsRoot32BitConstants(0, 16, &vertexConstantBuffer, 0);
g_pd3dCommandList->IASetIndexBuffer(&ibv);
g_pd3dCommandList->IASetVertexBuffers(0, 1, &vbv);
g_pd3dCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_pd3dCommandList->RSSetViewports(1, &viewport);
g_pd3dCommandList->OMSetBlendFactor(blendFactor);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendFactor(blend_factor);
// Render command lists
int vtx_offset = 0;
@ -165,7 +194,7 @@ void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
@ -174,18 +203,14 @@ void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
}
else
{
D3D12_RECT scissorRect = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
D3D12_GPU_DESCRIPTOR_HANDLE srvHandle = {};
srvHandle.ptr = (UINT64) pcmd->TextureId;
g_pd3dCommandList->SetGraphicsRootDescriptorTable(1, srvHandle);
g_pd3dCommandList->RSSetScissorRects(1, &scissorRect);
g_pd3dCommandList->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.size();
vtx_offset += cmd_list->VtxBuffer.Size;
}
}
@ -246,48 +271,50 @@ static void ImGui_ImplDX12_CreateFontsTexture()
// Upload texture to graphics system
{
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = 0;
resourceDesc.Width = width;
resourceDesc.Height = height;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D12_HEAP_PROPERTIES props = {};
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_DEFAULT;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&g_pFontTextureResource));
assert(SUCCEEDED(hr));
D3D12_RESOURCE_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Alignment = 0;
desc.Width = width;
desc.Height = height;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = NULL;
g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT uploadSize = height * uploadPitch;
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Alignment = 0;
resourceDesc.Width = uploadSize;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = uploadSize;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
ID3D12Resource* uploadBuffer = NULL;
hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &resourceDesc,
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
assert(SUCCEEDED(hr));
@ -311,14 +338,14 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
dstLocation.pResource = g_pFontTextureResource;
dstLocation.pResource = pTexture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = g_pFontTextureResource;
barrier.Transition.pResource = pTexture;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
@ -366,14 +393,24 @@ static void ImGui_ImplDX12_CreateFontsTexture()
CloseHandle(event);
fence->Release();
uploadBuffer->Release();
}
// Create texture view
g_pd3dDevice->CreateShaderResourceView(g_pFontTextureResource, NULL, g_hFontSrvCpuDescHandle);
// Create texture view
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
if (g_pFontTextureResource != NULL)
g_pFontTextureResource->Release();
g_pFontTextureResource = pTexture;
}
// Store our identifier
static_assert(sizeof(void*) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
ImGui::GetIO().Fonts->TexID = (void*) g_hFontSrvGpuDescHandle.ptr;
io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
}
bool ImGui_ImplDX12_CreateDeviceObjects()
@ -438,9 +475,27 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
blob->Release();
}
// Create the pipeline state object
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.pRootSignature = g_pRootSignature;
psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
// Create the vertex shader
{
static const char* vertexShader =
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
@ -468,6 +523,22 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
// Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
psoDesc.InputLayout = { local_layout, 3 };
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
@ -484,62 +555,57 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return out_col; \
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
D3D12_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
desc.NodeMask = 1;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.InputLayout = { localLayout, _countof(localLayout) };
desc.pRootSignature = g_pRootSignature;
desc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
desc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
desc.SampleMask = UINT_MAX;
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
desc.RasterizerState.FrontCounterClockwise = FALSE;
desc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
desc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
desc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
desc.RasterizerState.DepthClipEnable = TRUE;
desc.RasterizerState.MultisampleEnable = FALSE;
desc.RasterizerState.AntialiasedLineEnable = FALSE;
desc.RasterizerState.ForcedSampleCount = 0;
desc.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
desc.BlendState.AlphaToCoverageEnable = FALSE;
desc.BlendState.RenderTarget[0].BlendEnable = TRUE;
desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
desc.DepthStencilState.DepthEnable = FALSE;
desc.DepthStencilState.StencilEnable = FALSE;
HRESULT hr = g_pd3dDevice->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&g_pPipelineState));
assert(SUCCEEDED(hr));
psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
}
// Create the blending setup
{
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}
// Create the rasterizer state
{
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
desc.FillMode = D3D12_FILL_MODE_SOLID;
desc.CullMode = D3D12_CULL_MODE_NONE;
desc.FrontCounterClockwise = FALSE;
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
desc.DepthClipEnable = true;
desc.MultisampleEnable = FALSE;
desc.AntialiasedLineEnable = FALSE;
desc.ForcedSampleCount = 0;
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
}
// Create depth-stencil State
{
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
desc.DepthEnable = false;
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
desc.BackFace = desc.FrontFace;
}
if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
return false;
ImGui_ImplDX12_CreateFontsTexture();
return true;
@ -563,21 +629,21 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
ImGui::GetIO().Fonts->TexID = 0;
}
bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight,
ID3D12Device* device, ID3D12GraphicsCommandList* cmdList,
D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle,
D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle)
bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
ID3D12Device* device, ID3D12GraphicsCommandList* command_list,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
g_pd3dCommandList = cmdList;
g_hFontSrvCpuDescHandle = fontSrvCpuDescHandle;
g_hFontSrvGpuDescHandle = fontSrvGpuDescHandle;
g_pFrameResources = new FrameResources [numFramesInFlight];
g_numFramesInFlight = numFramesInFlight;
g_pd3dCommandList = command_list;
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
g_pFrameResources = new FrameResources [num_frames_in_flight];
g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX;
for (int i = 0; i < numFramesInFlight; ++i)
for (int i = 0; i < num_frames_in_flight; ++i)
{
g_pFrameResources[i].IB = NULL;
g_pFrameResources[i].VB = NULL;
@ -654,13 +720,15 @@ void ImGui_ImplDX12_NewFrame()
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
io.KeySuper = false;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Hide OS mouse cursor if ImGui is drawing it
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame
ImGui::NewFrame();

View File

@ -1,17 +1,22 @@
// ImGui Win32 + DirectX12 binding
// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#include <d3d12.h>
struct ID3D12Device;
struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// cmdList is the command list that the implementation will use to render the
// GUI.
//
// Before calling ImGui::Render(), caller must prepare cmdList by resetting it
// and setting the appropriate render target and descriptor heap that contains
// fontSrv*puDescHandle.
// fontSrvCpuDescHandle/fontSrvGpuDescHandle.
//
// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV
// descriptor to use for the internal font texture.

View File

@ -1,13 +1,14 @@
// ImGui - standalone example application for DirectX 11
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <assert.h>
#include <imgui.h>
#include "imgui_impl_dx12.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <tchar.h>
#define D3D11_CREATE_DEVICE_DEBUG 2
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
@ -21,7 +22,6 @@ static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
static UINT g_frameIndex = 0;
static int const NUM_BACK_BUFFERS = 3;
static IDXGIFactory4* g_pdxgiFactory = NULL;
static ID3D12Device* g_pd3dDevice = NULL;
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
@ -35,27 +35,42 @@ static HANDLE g_hSwapChainWaitableObject = NULL;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
static void WaitForLastSubmittedFrame()
void CreateRenderTarget()
{
DXGI_SWAP_CHAIN_DESC sd;
g_pSwapChain->GetDesc(&sd);
// Create the render target
ID3D12Resource* pBackBuffer;
D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;
render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
{
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]);
g_mainRenderTargetResource[i] = pBackBuffer;
}
}
void WaitForLastSubmittedFrame()
{
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtxt->FenceValue;
if (fenceValue == 0) { // means no fence was signalled
return;
}
if (fenceValue == 0)
return; // no fence was signalled
frameCtxt->FenceValue = 0;
if (g_fence->GetCompletedValue() >= fenceValue) {
if (g_fence->GetCompletedValue() >= fenceValue)
return;
}
HRESULT hr = g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
assert(SUCCEEDED(hr));
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
WaitForSingleObject(g_fenceEvent, INFINITE);
}
static FrameContext* WaitForNextFrameResources()
FrameContext* WaitForNextFrameResources()
{
UINT nextFrameIndex = g_frameIndex + 1;
g_frameIndex = nextFrameIndex;
@ -68,123 +83,88 @@ static FrameContext* WaitForNextFrameResources()
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtxt->FenceValue;
if (fenceValue != 0) { // means no fence was signalled
if (fenceValue != 0) // means no fence was signalled
{
frameCtxt->FenceValue = 0;
HRESULT hr = g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
assert(SUCCEEDED(hr));
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
waitableObjects[1] = g_fenceEvent;
numWaitableObjects = 2;
}
HRESULT hr = WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
assert(SUCCEEDED(hr));
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
return frameCtxt;
}
void CreateRenderTarget(HWND hWnd, int width, int height)
void ResizeSwapChain(HWND hWnd, int width, int height)
{
DXGI_SWAP_CHAIN_DESC1 desc = {};
desc.Width = width;
desc.Height = height;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Stereo = FALSE;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = NUM_BACK_BUFFERS;
desc.Scaling = DXGI_SCALING_STRETCH;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
desc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
DXGI_SWAP_CHAIN_DESC1 sd;
g_pSwapChain->GetDesc1(&sd);
sd.Width = width;
sd.Height = height;
IDXGIFactory4* dxgiFactory = nullptr;
g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
g_pSwapChain->Release();
CloseHandle(g_hSwapChainWaitableObject);
IDXGISwapChain1* swapChain1 = NULL;
HRESULT hr = g_pdxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &desc, NULL, NULL, &swapChain1);
assert(SUCCEEDED(hr));
hr = swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
assert(SUCCEEDED(hr));
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
swapChain1->Release();
dxgiFactory->Release();
hr = g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
assert(SUCCEEDED(hr));
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
assert(g_hSwapChainWaitableObject != NULL);
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
{
hr = g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&g_mainRenderTargetResource[i]));
assert(SUCCEEDED(hr));
g_pd3dDevice->CreateRenderTargetView(g_mainRenderTargetResource[i], NULL, g_mainRenderTargetDescriptor[i]);
}
}
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
{
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
}
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
(void) hWnd;
#ifdef _DEBUG
// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd;
{
ID3D12Debug* debugController = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = NUM_BACK_BUFFERS;
sd.Width = 0;
sd.Height = 0;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd.Scaling = DXGI_SCALING_STRETCH;
sd.Stereo = FALSE;
}
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
featureLevel = D3D_FEATURE_LEVEL_11_0;
if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG)
{
ID3D12Debug* dx12Debug = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
{
debugController->EnableDebugLayer();
debugController->Release();
dx12Debug->EnableDebugLayer();
dx12Debug->Release();
}
}
#endif
if (CreateDXGIFactory1(IID_PPV_ARGS(&g_pdxgiFactory)) != S_OK)
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
return E_FAIL;
IDXGIAdapter1* adapter = NULL;
for (UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != g_pdxgiFactory->EnumAdapters1(adapterIndex, &adapter); ++adapterIndex)
{
DXGI_ADAPTER_DESC1 desc = {};
adapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
adapter->Release();
continue;
}
if (FAILED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), NULL)))
{
adapter->Release();
continue;
}
break;
}
HRESULT hr = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&g_pd3dDevice));
if (adapter != NULL)
{
adapter->Release();
}
if (FAILED(hr))
return hr;
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
@ -237,16 +217,31 @@ HRESULT CreateDeviceD3D(HWND hWnd)
if (g_fenceEvent == NULL)
return E_FAIL;
{
IDXGIFactory4* dxgiFactory = NULL;
IDXGISwapChain1* swapChain1 = NULL;
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
return E_FAIL;
swapChain1->Release();
dxgiFactory->Release();
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}
CreateRenderTarget();
return S_OK;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
{
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
}
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
@ -254,7 +249,6 @@ void CleanupDeviceD3D()
if (g_fence) { g_fence->Release(); g_fence = NULL; }
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (g_pdxgiFactory) { g_pdxgiFactory->Release(); g_pdxgiFactory = NULL; }
}
extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
@ -270,7 +264,8 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGui_ImplDX12_InvalidateDeviceObjects();
CleanupRenderTarget();
CreateRenderTarget(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
CreateRenderTarget();
ImGui_ImplDX12_CreateDeviceObjects();
}
return 0;
@ -334,9 +329,6 @@ int main(int, char**)
DispatchMessage(&msg);
continue;
}
// Wait for frame resources to be available
ImGui_ImplDX12_NewFrame();
// 1. Show a simple window
@ -370,12 +362,7 @@ int main(int, char**)
// Rendering
FrameContext* frameCtxt = WaitForNextFrameResources();
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
HRESULT hr = frameCtxt->CommandAllocator->Reset();
assert(SUCCEEDED(hr));
hr = g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
assert(SUCCEEDED(hr));
frameCtxt->CommandAllocator->Reset();
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
@ -384,28 +371,24 @@ int main(int, char**)
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui::Render();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
hr = g_pd3dCommandList->Close();
assert(SUCCEEDED(hr));
g_pd3dCommandList->Close();
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
hr = g_pSwapChain->Present(1, 0);
assert(SUCCEEDED(hr));
g_pSwapChain->Present(1, 0);
auto fenceValue = g_fenceLastSignalledValue + 1;
hr = g_pd3dCommandQueue->Signal(g_fence, fenceValue);
assert(SUCCEEDED(hr));
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
g_fenceLastSignalledValue = fenceValue;
frameCtxt->FenceValue = fenceValue;
}