Backends: Viewports: renamed viewport storage structures ImGuiViewportDataXXXX -> ImGui_ImplXXXX_ViewportData and locals (matching naming convention in 70c60385)

This commit is contained in:
ocornut
2021-06-29 15:34:54 +02:00
parent 0f7eb00f67
commit 36a0d1028c
9 changed files with 397 additions and 397 deletions

View File

@ -93,7 +93,7 @@ struct ImGui_ImplDX12_FrameContext
// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
// Main viewport created by application will only use the Resources field.
// Secondary viewports created by this backend will use all the fields (including Window fields),
struct ImGuiViewportDataDx12
struct ImGui_ImplDX12_ViewportData
{
// Window
ID3D12CommandQueue* CommandQueue;
@ -110,7 +110,7 @@ struct ImGuiViewportDataDx12
UINT FrameIndex;
ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
ImGuiViewportDataDx12(UINT num_frames_in_flight)
ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
{
CommandQueue = NULL;
CommandList = NULL;
@ -136,7 +136,7 @@ struct ImGuiViewportDataDx12
FrameRenderBuffers[i].IndexBufferSize = 10000;
}
}
~ImGuiViewportDataDx12()
~ImGui_ImplDX12_ViewportData()
{
IM_ASSERT(CommandQueue == NULL && CommandList == NULL);
IM_ASSERT(RtvDescHeap == NULL);
@ -245,9 +245,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
return;
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData;
render_data->FrameIndex++;
ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % bd->numFramesInFlight];
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
vd->FrameIndex++;
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
@ -785,10 +785,10 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
ImGui_ImplDX12_InitPlatformInterface();
// Create a dummy ImGuiViewportDataDx12 holder for the main viewport,
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)(bd->numFramesInFlight);
main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
return true;
}
@ -800,12 +800,12 @@ void ImGui_ImplDX12_Shutdown()
// Manually delete main viewport render resources in-case we haven't initialized for viewports
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData)
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
{
// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
IM_DELETE(data);
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
IM_DELETE(vd);
main_viewport->RendererUserData = NULL;
}
@ -834,15 +834,15 @@ void ImGui_ImplDX12_NewFrame()
static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)(bd->numFramesInFlight);
viewport->RendererUserData = data;
ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
data->FrameIndex = UINT_MAX;
vd->FrameIndex = UINT_MAX;
// Create command queue.
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
@ -850,27 +850,27 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
HRESULT res = S_OK;
res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue));
res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
IM_ASSERT(res == S_OK);
// Create command allocator.
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
{
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator));
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
IM_ASSERT(res == S_OK);
}
// Create command list.
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList));
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&vd->CommandList));
IM_ASSERT(res == S_OK);
data->CommandList->Close();
vd->CommandList->Close();
// Create fence.
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence));
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
IM_ASSERT(res == S_OK);
data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
IM_ASSERT(data->FenceEvent != NULL);
vd->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
IM_ASSERT(vd->FenceEvent != NULL);
// Create swap chain
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
@ -893,18 +893,18 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
IM_ASSERT(res == S_OK);
IDXGISwapChain1* swap_chain = NULL;
res = dxgi_factory->CreateSwapChainForHwnd(data->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
IM_ASSERT(res == S_OK);
dxgi_factory->Release();
// Or swapChain.As(&mSwapChain)
IM_ASSERT(data->SwapChain == NULL);
swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain));
IM_ASSERT(vd->SwapChain == NULL);
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
swap_chain->Release();
// Create the render targets
if (data->SwapChain)
if (vd->SwapChain)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
@ -912,42 +912,42 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap));
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
IM_ASSERT(hr == S_OK);
SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
rtv_handle.ptr += rtv_descriptor_size;
}
ID3D12Resource* back_buffer;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
IM_ASSERT(data->FrameCtx[i].RenderTarget == NULL);
data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
data->FrameCtx[i].RenderTarget = back_buffer;
IM_ASSERT(vd->FrameCtx[i].RenderTarget == NULL);
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
{
HRESULT hr = S_FALSE;
if (data && data->CommandQueue && data->Fence && data->FenceEvent)
if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
{
hr = data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(data->FenceEvent, 0); // Reset any forgotten waits
hr = data->Fence->SetEventOnCompletion(data->FenceSignaledValue, data->FenceEvent);
::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
IM_ASSERT(hr == S_OK);
::WaitForSingleObject(data->FenceEvent, INFINITE);
::WaitForSingleObject(vd->FenceEvent, INFINITE);
}
}
@ -955,25 +955,25 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
{
ImGui_WaitForPendingOperations(data);
ImGui_WaitForPendingOperations(vd);
SafeRelease(data->CommandQueue);
SafeRelease(data->CommandList);
SafeRelease(data->SwapChain);
SafeRelease(data->RtvDescHeap);
SafeRelease(data->Fence);
::CloseHandle(data->FenceEvent);
data->FenceEvent = NULL;
SafeRelease(vd->CommandQueue);
SafeRelease(vd->CommandList);
SafeRelease(vd->SwapChain);
SafeRelease(vd->RtvDescHeap);
SafeRelease(vd->Fence);
::CloseHandle(vd->FenceEvent);
vd->FenceEvent = NULL;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
SafeRelease(data->FrameCtx[i].RenderTarget);
SafeRelease(data->FrameCtx[i].CommandAllocator);
ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
SafeRelease(vd->FrameCtx[i].RenderTarget);
SafeRelease(vd->FrameCtx[i].CommandAllocator);
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
}
IM_DELETE(data);
IM_DELETE(vd);
}
viewport->RendererUserData = NULL;
}
@ -981,22 +981,22 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_WaitForPendingOperations(data);
ImGui_WaitForPendingOperations(vd);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
SafeRelease(data->FrameCtx[i].RenderTarget);
SafeRelease(vd->FrameCtx[i].RenderTarget);
if (data->SwapChain)
if (vd->SwapChain)
{
ID3D12Resource* back_buffer = NULL;
data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
data->FrameCtx[i].RenderTarget = back_buffer;
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
}
@ -1004,29 +1004,29 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % bd->numFramesInFlight];
UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex();
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = data->FrameCtx[back_buffer_idx].RenderTarget;
barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
// Draw
ID3D12GraphicsCommandList* cmd_list = data->CommandList;
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
frame_context->CommandAllocator->Reset();
cmd_list->Reset(frame_context->CommandAllocator, NULL);
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
@ -1036,17 +1036,17 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->Close();
data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue);
data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
}
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
data->SwapChain->Present(0, 0);
while (data->Fence->GetCompletedValue() < data->FenceSignaledValue)
vd->SwapChain->Present(0, 0);
while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
::SwitchToThread();
}