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Examples: Fix batch files (amend b1a18d82
, #3513), standardize them + DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe.
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@ -1,7 +1,10 @@
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// Dear ImGui: standalone example application for DirectX 12
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
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// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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@ -173,9 +176,11 @@ int main(int, char**)
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}
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// Rendering
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FrameContext* frameCtxt = WaitForNextFrameResources();
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ImGui::Render();
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FrameContext* frameCtx = WaitForNextFrameResources();
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UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
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frameCtxt->CommandAllocator->Reset();
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frameCtx->CommandAllocator->Reset();
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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@ -184,13 +189,13 @@ int main(int, char**)
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
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g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
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g_pd3dCommandList->ResourceBarrier(1, &barrier);
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// Render Dear ImGui graphics
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g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
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g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
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g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
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ImGui::Render();
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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@ -205,10 +210,12 @@ int main(int, char**)
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UINT64 fenceValue = g_fenceLastSignaledValue + 1;
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g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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g_fenceLastSignaledValue = fenceValue;
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frameCtxt->FenceValue = fenceValue;
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frameCtx->FenceValue = fenceValue;
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}
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WaitForLastSubmittedFrame();
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// Cleanup
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ImGui_ImplDX12_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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@ -382,13 +389,13 @@ void CleanupRenderTarget()
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void WaitForLastSubmittedFrame()
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{
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FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
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FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtxt->FenceValue;
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UINT64 fenceValue = frameCtx->FenceValue;
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if (fenceValue == 0)
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return; // No fence was signaled
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frameCtxt->FenceValue = 0;
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frameCtx->FenceValue = 0;
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if (g_fence->GetCompletedValue() >= fenceValue)
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return;
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@ -404,11 +411,11 @@ FrameContext* WaitForNextFrameResources()
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HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
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DWORD numWaitableObjects = 1;
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FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtxt->FenceValue;
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FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtx->FenceValue;
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if (fenceValue != 0) // means no fence was signaled
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{
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frameCtxt->FenceValue = 0;
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frameCtx->FenceValue = 0;
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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waitableObjects[1] = g_fenceEvent;
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numWaitableObjects = 2;
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@ -416,7 +423,7 @@ FrameContext* WaitForNextFrameResources()
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WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
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return frameCtxt;
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return frameCtx;
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}
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void ResizeSwapChain(HWND hWnd, int width, int height)
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