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Backends: DX12: improve Windows 7 compatibility (#3696)
- Attempt to load d3d12.dll from local D3D12On7 paths before falling back to System32 - Do not statically import D3D12SerializeRootSignature
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@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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@ -452,8 +453,34 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
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// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
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// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
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static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
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if (d3d12_dll == NULL)
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{
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// Attempt to load d3d12.dll from local directories. This will only succeed if
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// (1) the current OS is Windows 7, and
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// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
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// See https://github.com/ocornut/imgui/pull/3696 for details.
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const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
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for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
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if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
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break;
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// If failed, we are on Windows >= 10.
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if (d3d12_dll == NULL)
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d3d12_dll = ::LoadLibraryA("d3d12.dll");
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if (d3d12_dll == NULL)
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return false;
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}
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PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
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if (D3D12SerializeRootSignatureFn == NULL)
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return false;
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ID3DBlob* blob = NULL;
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if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
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if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
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return false;
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g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
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@ -123,6 +123,7 @@ Other Changes:
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- Backends: OpenGL3: Backup and restore GL_PRIMITIVE_RESTART state. (#3544) [@Xipiryon]
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- Backends: OpenGL2, OpenGL3: Backup and restore GL_STENCIL_TEST enable state. (#3668)
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- Backends: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. (@3579) [@bdero]
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- Backends: DX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. (#3696) [@Mattiwatti]
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- Backends: Win32: Fix setting of io.DisplaySize to invalid/uninitialized data after hwnd has been closed.
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- Backends: OSX: Fix keypad-enter key not working on MacOS. (#3554) [@rokups, @lfnoise]
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- Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm]
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