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Backends: DX12, Viewports: Fixed issue on shutdown when viewports are disabled. (#3347)
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@ -49,6 +49,7 @@ static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
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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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{
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ID3D12Resource* IndexBuffer;
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@ -57,6 +58,7 @@ struct FrameResources
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int VertexBufferSize;
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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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{
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ID3D12CommandAllocator* CommandAllocator;
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@ -64,7 +66,7 @@ struct FrameContext
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
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};
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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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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struct ImGuiViewportDataDx12
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{
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ID3D12CommandQueue* CommandQueue;
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@ -133,6 +135,13 @@ 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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{
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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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}
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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@ -699,6 +708,8 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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g_numFramesInFlight = num_frames_in_flight;
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g_pd3dSrvDescHeap = cbv_srv_heap;
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// Create a dummy ImGuiViewportDataDx12 holder for the main viewport,
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// Since this is created and managed by the application, we will only use the ->Resources[] fields.
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)();
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@ -712,6 +723,18 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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void ImGui_ImplDX12_Shutdown()
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{
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// Manually delete main viewport render resources in-case we haven't initialized for viewports
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData)
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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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IM_DELETE(data);
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main_viewport->RendererUserData = NULL;
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}
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// Clean up windows and device objects
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ImGui_ImplDX12_ShutdownPlatformInterface();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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@ -720,11 +743,6 @@ void ImGui_ImplDX12_Shutdown()
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g_hFontSrvGpuDescHandle.ptr = 0;
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g_numFramesInFlight = 0;
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g_pd3dSrvDescHeap = NULL;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData)
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IM_DELETE(data);
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main_viewport->RendererUserData = NULL;
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}
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void ImGui_ImplDX12_NewFrame()
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@ -841,10 +859,7 @@ 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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{
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SafeRelease(data->Resources[i].IndexBuffer);
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SafeRelease(data->Resources[i].VertexBuffer);
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}
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ImGui_ImplDX12_DestroyFrameResources(&data->Resources[i]);
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}
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static void ImGui_WaitForPendingOperations(ImGuiViewportDataDx12* data)
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@ -880,8 +895,7 @@ 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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SafeRelease(data->Resources[i].IndexBuffer);
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SafeRelease(data->Resources[i].VertexBuffer);
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ImGui_ImplDX12_DestroyFrameResources(&data->Resources[i]);
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}
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IM_DELETE(data);
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}
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