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Backends: DX12, Viewports: Tidying up, renaming.
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@ -50,7 +50,7 @@ static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
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static UINT g_numFramesInFlight = 0;
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// Buffers used during the rendering of a frame
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struct FrameResources
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struct ImGui_ImplDX12_RenderBuffers
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{
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ID3D12Resource* IndexBuffer;
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ID3D12Resource* VertexBuffer;
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@ -59,7 +59,7 @@ struct FrameResources
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};
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// Buffers used for secondary viewports created by the multi-viewports systems
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struct FrameContext
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struct ImGui_ImplDX12_FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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ID3D12Resource* RenderTarget;
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@ -67,20 +67,23 @@ struct FrameContext
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};
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Main viewport created by application will only use the Resources field.
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// Secondary viewports created by this back-end will use all the fields (including Window fields),
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struct ImGuiViewportDataDx12
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{
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// Window
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ID3D12CommandQueue* CommandQueue;
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ID3D12GraphicsCommandList* CommandList;
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ID3D12DescriptorHeap* RtvDescHeap;
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IDXGISwapChain3* SwapChain;
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ID3D12Fence* Fence;
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UINT64 FenceSignaledValue;
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HANDLE FenceEvent;
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ImGui_ImplDX12_FrameContext* FrameCtx;
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// Render buffers
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UINT FrameIndex;
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FrameContext* FrameCtx;
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FrameResources* Resources;
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ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
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ImGuiViewportDataDx12()
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{
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@ -88,13 +91,12 @@ struct ImGuiViewportDataDx12
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CommandList = NULL;
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RtvDescHeap = NULL;
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SwapChain = NULL;
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Fence = NULL;
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FenceSignaledValue = 0;
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FenceEvent = NULL;
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FrameCtx = new ImGui_ImplDX12_FrameContext[g_numFramesInFlight];
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FrameIndex = UINT_MAX;
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FrameCtx = new FrameContext[g_numFramesInFlight];
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Resources = new FrameResources[g_numFramesInFlight];
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FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[g_numFramesInFlight];
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for (UINT i = 0; i < g_numFramesInFlight; ++i)
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{
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@ -102,10 +104,10 @@ struct ImGuiViewportDataDx12
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FrameCtx[i].RenderTarget = NULL;
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// Create buffers with a default size (they will later be grown as needed)
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Resources[i].IndexBuffer = NULL;
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Resources[i].VertexBuffer = NULL;
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Resources[i].VertexBufferSize = 5000;
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Resources[i].IndexBufferSize = 10000;
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FrameRenderBuffers[i].IndexBuffer = NULL;
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FrameRenderBuffers[i].VertexBuffer = NULL;
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FrameRenderBuffers[i].VertexBufferSize = 5000;
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FrameRenderBuffers[i].IndexBufferSize = 10000;
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}
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}
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~ImGuiViewportDataDx12()
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@ -119,11 +121,11 @@ struct ImGuiViewportDataDx12
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for (UINT i = 0; i < g_numFramesInFlight; ++i)
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{
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IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL);
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IM_ASSERT(Resources[i].IndexBuffer == NULL && Resources[i].VertexBuffer == NULL);
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IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL);
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}
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delete[] FrameCtx; FrameCtx = NULL;
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delete[] Resources; Resources = NULL;
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delete[] FrameRenderBuffers; FrameRenderBuffers = NULL;
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}
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};
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@ -135,11 +137,11 @@ static void SafeRelease(T*& res)
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res = NULL;
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}
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static void ImGui_ImplDX12_DestroyFrameResources(FrameResources* resources)
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static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
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{
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SafeRelease(resources->IndexBuffer);
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SafeRelease(resources->VertexBuffer);
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resources->IndexBufferSize = resources->VertexBufferSize = 0;
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SafeRelease(render_buffers->IndexBuffer);
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SafeRelease(render_buffers->VertexBuffer);
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render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
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}
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struct VERTEX_CONSTANT_BUFFER
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@ -151,7 +153,7 @@ struct VERTEX_CONSTANT_BUFFER
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static void ImGui_ImplDX12_InitPlatformInterface();
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static void ImGui_ImplDX12_ShutdownPlatformInterface();
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
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{
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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@ -216,7 +218,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData;
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render_data->FrameIndex++;
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FrameResources* fr = &render_data->Resources[render_data->FrameIndex % g_numFramesInFlight];
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ImGui_ImplDX12_RenderBuffers* fr = &render_data->FrameRenderBuffers[render_data->FrameIndex % g_numFramesInFlight];
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
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@ -729,7 +731,7 @@ void ImGui_ImplDX12_Shutdown()
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{
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// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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ImGui_ImplDX12_DestroyFrameResources(&data->Resources[i]);
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ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
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IM_DELETE(data);
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main_viewport->RendererUserData = NULL;
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}
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@ -859,7 +861,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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}
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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ImGui_ImplDX12_DestroyFrameResources(&data->Resources[i]);
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ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
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}
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static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
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@ -895,7 +897,7 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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{
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SafeRelease(data->FrameCtx[i].RenderTarget);
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SafeRelease(data->FrameCtx[i].CommandAllocator);
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ImGui_ImplDX12_DestroyFrameResources(&data->Resources[i]);
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ImGui_ImplDX12_DestroyRenderBuffers(&data->FrameRenderBuffers[i]);
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}
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IM_DELETE(data);
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}
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@ -928,7 +930,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
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FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
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ImGui_ImplDX12_FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
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UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex();
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const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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