diff --git a/README.md b/README.md
index a51632c0..51e9193a 100644
--- a/README.md
+++ b/README.md
@@ -123,11 +123,10 @@ Languages: (third-party bindinds)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
Frameworks:
-- DirectX 9, DirectX 10, DirectX 11: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
+- DirectX 9, DirectX 10, DirectX 11, DirectX 12: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
-- Unmerged PR: DirectX12: [#301](https://github.com/ocornut/imgui/pull/301)
- Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336)
- Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801)
- Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281)
diff --git a/examples/README.txt b/examples/README.txt
index cf99c5dc..171c3381 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -4,8 +4,8 @@ Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
Third party languages and frameworks bindings:
https://github.com/ocornut/imgui/wiki/Links
(languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal)
-(frameworks: DX12, OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
- OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
+(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht,
+ Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.)
(extras: RemoteImGui, ImWindow, imgui_wm, etc.)
@@ -13,7 +13,7 @@ TL;DR;
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified.
- - To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read.
+ - To LEARN how to setup imgui, you may refer to 'opengl2_example' because is the simplest one to read.
However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
@@ -53,15 +53,15 @@ opengl2_example/
**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using the code in the opengl3_example/ folder**
GLFW + OpenGL example (legacy, fixed pipeline).
- This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
- If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
- complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
- confuse your GPU driver.
+ This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
+ If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+ make things more complicated, will require your code to several OpenGL attributes to their initial state,
+ and might confuse your GPU driver.
opengl3_example/
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
This uses more modern OpenGL calls and custom shaders.
- Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
+ Prefer using that if you are using modern OpenGL in your application (anything with shaders).
directx9_example/
DirectX9 example, Windows only.
@@ -74,6 +74,10 @@ directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.
+directx12_example/
+ DirectX12 example, Windows only.
+ This is quite longer and tedious, because: DirectX12.
+
apple_example/
OSX & iOS example.
On iOS, Using Synergy to access keyboard/mouse data from server computer.
@@ -83,15 +87,15 @@ sdl_opengl2_example/
**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using the code in the sdl_opengl3_example/ folder**
SDL2 + OpenGL example (legacy, fixed pipeline).
- This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
- If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
- complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
- confuse your GPU driver.
+ This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter.
+ If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
+ make things more complicated, will require your code to several OpenGL attributes to their initial state,
+ and might confuse your GPU driver.
sdl_opengl3_example/
SDL2 + OpenGL3 example.
This uses more modern OpenGL calls and custom shaders.
- Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
+ Prefer using that if you are using modern OpenGL in your application (anything with shaders).
allegro5_example/
Allegro 5 example.
@@ -100,7 +104,5 @@ marmalade_example/
Marmalade example using IwGx
vulkan_example/
- Vulkan example.
- This is quite long and tedious, because: Vulkan.
-
-TODO: Apple, SDL GL2/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.
+ Vulkan example.
+ This is quite longer and tedious, because: Vulkan.
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
index 7caf5699..4dc5939e 100644
--- a/examples/directx10_example/main.cpp
+++ b/examples/directx10_example/main.cpp
@@ -17,17 +17,9 @@ static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
void CreateRenderTarget()
{
- DXGI_SWAP_CHAIN_DESC sd;
- g_pSwapChain->GetDesc(&sd);
-
- // Create the render target
ID3D10Texture2D* pBackBuffer;
- D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
- ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
- render_target_view_desc.Format = sd.BufferDesc.Format;
- render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index 48255d6a..c52fe00a 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -17,17 +17,9 @@ static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
void CreateRenderTarget()
{
- DXGI_SWAP_CHAIN_DESC sd;
- g_pSwapChain->GetDesc(&sd);
-
- // Create the render target
ID3D11Texture2D* pBackBuffer;
- D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
- ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
- render_target_view_desc.Format = sd.BufferDesc.Format;
- render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
diff --git a/examples/directx12_example/build_win32.bat b/examples/directx12_example/build_win32.bat
new file mode 100644
index 00000000..0daf68b1
--- /dev/null
+++ b/examples/directx12_example/build_win32.bat
@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
+
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
new file mode 100644
index 00000000..d3962a31
--- /dev/null
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -0,0 +1,164 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ {b4cf9797-519d-4afe-a8f4-5141a6b521d3}
+ directx12_example
+ 10.0.16299.0
+
+
+
+ Application
+ true
+ Unicode
+ v140
+
+
+ Application
+ true
+ Unicode
+ v140
+
+
+ Application
+ false
+ true
+ Unicode
+ v140
+
+
+ Application
+ false
+ true
+ Unicode
+ v140
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+
+ Level4
+ Disabled
+ ..\..;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ %(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ Disabled
+ ..\..;%(AdditionalIncludeDirectories)
+
+
+ true
+ d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ %(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ %(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ %(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
new file mode 100644
index 00000000..6baac598
--- /dev/null
+++ b/examples/directx12_example/directx12_example.vcxproj.filters
@@ -0,0 +1,45 @@
+
+
+
+
+ {fb3d294f-51ec-478e-a627-25831c80fefd}
+
+
+ {4f33ddea-9910-456d-b868-4267eb3c2b19}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+ imgui
+
+
+ imgui
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp
new file mode 100644
index 00000000..beb48b9c
--- /dev/null
+++ b/examples/directx12_example/imgui_impl_dx12.cpp
@@ -0,0 +1,811 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include
+#include
+
+// Win32 data
+static HWND g_hWnd = 0;
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
+
+// DirectX data
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
+static ID3D10Blob* g_pVertexShaderBlob = NULL;
+static ID3D10Blob* g_pPixelShaderBlob = NULL;
+static ID3D12RootSignature* g_pRootSignature = NULL;
+static ID3D12PipelineState* g_pPipelineState = NULL;
+static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
+static ID3D12Resource* g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
+
+struct FrameResources
+{
+ ID3D12Resource* IB;
+ ID3D12Resource* VB;
+ int VertexBufferSize;
+ int IndexBufferSize;
+};
+static FrameResources* g_pFrameResources = NULL;
+static UINT g_numFramesInFlight = 0;
+static UINT g_frameIndex = UINT_MAX;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
+{
+ // NOTE: I'm assuming that this only get's called once per frame!
+ // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+ g_frameIndex = g_frameIndex + 1;
+ FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+ ID3D12Resource* g_pVB = frameResources->VB;
+ ID3D12Resource* g_pIB = frameResources->IB;
+ int g_VertexBufferSize = frameResources->VertexBufferSize;
+ int g_IndexBufferSize = frameResources->IndexBufferSize;
+ ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
+
+ // Create and grow vertex/index buffers if needed
+ if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+ &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
+ return;
+ frameResources->VB = g_pVB;
+ frameResources->VertexBufferSize = g_VertexBufferSize;
+ }
+ if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+ &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
+ return;
+ frameResources->IB = g_pIB;
+ frameResources->IndexBufferSize = g_IndexBufferSize;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ void* vtx_resource, *idx_resource;
+ D3D12_RANGE range;
+ memset(&range, 0, sizeof(D3D12_RANGE));
+ if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
+ return;
+ if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
+ return;
+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ g_pVB->Unmap(0, &range);
+ g_pIB->Unmap(0, &range);
+
+ // Setup orthographic projection matrix into our constant buffer
+ VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
+ {
+ VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
+ float L = 0.0f;
+ float R = ImGui::GetIO().DisplaySize.x;
+ float B = ImGui::GetIO().DisplaySize.y;
+ float T = 0.0f;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ D3D12_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0.0f;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ D3D12_VERTEX_BUFFER_VIEW vbv;
+ memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+ vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
+ vbv.SizeInBytes = g_VertexBufferSize * stride;
+ vbv.StrideInBytes = stride;
+ ctx->IASetVertexBuffers(0, 1, &vbv);
+ D3D12_INDEX_BUFFER_VIEW ibv;
+ memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+ ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
+ ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
+ ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+ ctx->IASetIndexBuffer(&ibv);
+ ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->SetPipelineState(g_pPipelineState);
+ ctx->SetGraphicsRootSignature(g_pRootSignature);
+ ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+ // Setup render state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendFactor(blend_factor);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+ ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplWin32_UpdateMouseCursor()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+ if (imgui_cursor == ImGuiMouseCursor_None)
+ {
+ // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
+ ::SetCursor(NULL);
+ }
+ else
+ {
+ // Hardware cursor type
+ LPTSTR win32_cursor = IDC_ARROW;
+ switch (imgui_cursor)
+ {
+ case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
+ case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
+ case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
+ case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
+ case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
+ case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
+ case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
+ }
+ ::SetCursor(::LoadCursor(NULL, win32_cursor));
+ }
+}
+
+// Process Win32 mouse/keyboard inputs.
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
+// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui::GetCurrentContext() == NULL)
+ return 0;
+
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
+ case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
+ case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
+ if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
+ if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
+ ::SetCapture(hwnd);
+ io.MouseDown[button] = true;
+ return 0;
+ }
+ case WM_LBUTTONUP:
+ case WM_RBUTTONUP:
+ case WM_MBUTTONUP:
+ {
+ int button = 0;
+ if (msg == WM_LBUTTONUP) button = 0;
+ if (msg == WM_RBUTTONUP) button = 1;
+ if (msg == WM_MBUTTONUP) button = 2;
+ io.MouseDown[button] = false;
+ if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
+ ::ReleaseCapture();
+ return 0;
+ }
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return 0;
+ case WM_MOUSEHWHEEL:
+ io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return 0;
+ case WM_MOUSEMOVE:
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return 0;
+ case WM_KEYDOWN:
+ case WM_SYSKEYDOWN:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return 0;
+ case WM_KEYUP:
+ case WM_SYSKEYUP:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 0;
+ return 0;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return 0;
+ case WM_SETCURSOR:
+ if (LOWORD(lParam) == HTCLIENT)
+ {
+ ImGui_ImplWin32_UpdateMouseCursor();
+ return 1;
+ }
+ return 0;
+ }
+ return 0;
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_DEFAULT;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ D3D12_RESOURCE_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ desc.Alignment = 0;
+ desc.Width = width;
+ desc.Height = height;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ ID3D12Resource* pTexture = NULL;
+ g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
+
+ UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+ UINT uploadSize = height * uploadPitch;
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Alignment = 0;
+ desc.Width = uploadSize;
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ ID3D12Resource* uploadBuffer = NULL;
+ HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ void* mapped = NULL;
+ D3D12_RANGE range = { 0, uploadSize };
+ hr = uploadBuffer->Map(0, &range, &mapped);
+ IM_ASSERT(SUCCEEDED(hr));
+ for (int y = 0; y < height; y++)
+ memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
+ uploadBuffer->Unmap(0, &range);
+
+ D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+ srcLocation.pResource = uploadBuffer;
+ srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srcLocation.PlacedFootprint.Footprint.Width = width;
+ srcLocation.PlacedFootprint.Footprint.Height = height;
+ srcLocation.PlacedFootprint.Footprint.Depth = 1;
+ srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
+
+ D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+ dstLocation.pResource = pTexture;
+ dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ dstLocation.SubresourceIndex = 0;
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = pTexture;
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+
+ ID3D12Fence* fence = NULL;
+ hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ HANDLE event = CreateEvent(0, 0, 0, 0);
+ IM_ASSERT(event != NULL);
+
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queueDesc.NodeMask = 1;
+
+ ID3D12CommandQueue* cmdQueue = NULL;
+ hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12CommandAllocator* cmdAlloc = NULL;
+ hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12GraphicsCommandList* cmdList = NULL;
+ hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
+ cmdList->ResourceBarrier(1, &barrier);
+
+ hr = cmdList->Close();
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
+ hr = cmdQueue->Signal(fence, 1);
+ IM_ASSERT(SUCCEEDED(hr));
+
+ fence->SetEventOnCompletion(1, event);
+ WaitForSingleObject(event, INFINITE);
+
+ cmdList->Release();
+ cmdAlloc->Release();
+ cmdQueue->Release();
+ CloseHandle(event);
+ fence->Release();
+ uploadBuffer->Release();
+
+ // Create texture view
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
+ if (g_pFontTextureResource != NULL)
+ g_pFontTextureResource->Release();
+ g_pFontTextureResource = pTexture;
+ }
+
+ // Store our identifier
+ static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
+ io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pPipelineState)
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ // Create the root signature
+ {
+ D3D12_DESCRIPTOR_RANGE descRange = {};
+ descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ descRange.NumDescriptors = 1;
+ descRange.BaseShaderRegister = 0;
+ descRange.RegisterSpace = 0;
+ descRange.OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_ROOT_PARAMETER param[2] = {};
+
+ param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ param[0].Constants.ShaderRegister = 0;
+ param[0].Constants.RegisterSpace = 0;
+ param[0].Constants.Num32BitValues = 16;
+ param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ param[1].DescriptorTable.NumDescriptorRanges = 1;
+ param[1].DescriptorTable.pDescriptorRanges = &descRange;
+ param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+ staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.MipLODBias = 0.f;
+ staticSampler.MaxAnisotropy = 0;
+ staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
+ staticSampler.MinLOD = 0.f;
+ staticSampler.MaxLOD = 0.f;
+ staticSampler.ShaderRegister = 0;
+ staticSampler.RegisterSpace = 0;
+ staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_ROOT_SIGNATURE_DESC desc = {};
+ desc.NumParameters = _countof(param);
+ desc.pParameters = param;
+ desc.NumStaticSamplers = 1;
+ desc.pStaticSamplers = &staticSampler;
+ desc.Flags =
+ D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+ ID3DBlob* blob = NULL;
+ if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
+ return false;
+
+ g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+ blob->Release();
+ }
+
+ // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX12 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+ memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+ psoDesc.NodeMask = 1;
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ psoDesc.pRootSignature = g_pRootSignature;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = g_RTVFormat;
+ psoDesc.SampleDesc.Count = 1;
+ psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
+
+ // Create the input layout
+ static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+ psoDesc.InputLayout = { local_layout, 3 };
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ SamplerState sampler0 : register(s0);\
+ Texture2D texture0 : register(t0);\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
+ }
+
+ // Create the blending setup
+ {
+ D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ // Create the rasterizer state
+ {
+ D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+ desc.FillMode = D3D12_FILL_MODE_SOLID;
+ desc.CullMode = D3D12_CULL_MODE_NONE;
+ desc.FrontCounterClockwise = FALSE;
+ desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ desc.DepthClipEnable = true;
+ desc.MultisampleEnable = FALSE;
+ desc.AntialiasedLineEnable = FALSE;
+ desc.ForcedSampleCount = 0;
+ desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ }
+
+ // Create depth-stencil State
+ {
+ D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ }
+
+ if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
+ return false;
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+
+ if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+ if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+ if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
+ if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
+ if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ for (UINT i = 0; i < g_numFramesInFlight; i++)
+ {
+ if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
+ if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
+ }
+}
+
+bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
+ ID3D12Device* device,
+ DXGI_FORMAT rtv_format,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
+ D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+ g_hWnd = (HWND)hwnd;
+ g_pd3dDevice = device;
+ g_RTVFormat = rtv_format;
+ g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+ g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+ g_pFrameResources = new FrameResources [num_frames_in_flight];
+ g_numFramesInFlight = num_frames_in_flight;
+ g_frameIndex = UINT_MAX;
+
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ g_pFrameResources[i].IB = NULL;
+ g_pFrameResources[i].VB = NULL;
+ g_pFrameResources[i].VertexBufferSize = 5000;
+ g_pFrameResources[i].IndexBufferSize = 10000;
+ }
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+ return false;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+ return false;
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+ io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Space] = VK_SPACE;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ io.ImeWindowHandle = g_hWnd;
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ delete[] g_pFrameResources;
+ g_pd3dDevice = NULL;
+ g_hWnd = (HWND)0;
+ g_pd3dCommandList = NULL;
+ g_hFontSrvCpuDescHandle.ptr = 0;
+ g_hFontSrvGpuDescHandle.ptr = 0;
+ g_pFrameResources = NULL;
+ g_numFramesInFlight = 0;
+ g_frameIndex = UINT_MAX;
+}
+
+void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
+{
+ if (!g_pPipelineState)
+ ImGui_ImplDX12_CreateDeviceObjects();
+
+ g_pd3dCommandList = command_list;
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect;
+ GetClientRect(g_hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+ g_Time = current_time;
+
+ // Read keyboard modifiers inputs
+ io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+ io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+ io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+ io.KeySuper = false;
+ // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+ // io.MousePos : filled by WM_MOUSEMOVE events
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
+ if (io.WantMoveMouse)
+ {
+ POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
+ ClientToScreen(g_hWnd, &pos);
+ SetCursorPos(pos.x, pos.y);
+ }
+
+ // Update OS mouse cursor with the cursor requested by imgui
+ ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
+ if (g_LastMouseCursor != mouse_cursor)
+ {
+ g_LastMouseCursor = mouse_cursor;
+ ImGui_ImplWin32_UpdateMouseCursor();
+ }
+
+ // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
+ ImGui::NewFrame();
+}
diff --git a/examples/directx12_example/imgui_impl_dx12.h b/examples/directx12_example/imgui_impl_dx12.h
new file mode 100644
index 00000000..628bbd49
--- /dev/null
+++ b/examples/directx12_example/imgui_impl_dx12.h
@@ -0,0 +1,40 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+enum DXGI_FORMAT;
+struct ID3D12Device;
+struct ID3D12GraphicsCommandList;
+struct D3D12_CPU_DESCRIPTOR_HANDLE;
+struct D3D12_GPU_DESCRIPTOR_HANDLE;
+
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
+// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
+// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
+IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
+ ID3D12Device* device,
+ DXGI_FORMAT rtv_format,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
+ D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+IMGUI_API void ImGui_ImplDX12_Shutdown();
+IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
+IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp
new file mode 100644
index 00000000..6a4b78d8
--- /dev/null
+++ b/examples/directx12_example/main.cpp
@@ -0,0 +1,417 @@
+// ImGui - standalone example application for DirectX 12
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+#include
+#include
+#include
+
+#define DX12_ENABLE_DEBUG_LAYER 0
+
+struct FrameContext
+{
+ ID3D12CommandAllocator* CommandAllocator;
+ UINT64 FenceValue;
+};
+
+// Data
+static int const NUM_FRAMES_IN_FLIGHT = 3;
+static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
+static UINT g_frameIndex = 0;
+
+static int const NUM_BACK_BUFFERS = 3;
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
+static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
+static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
+static ID3D12Fence* g_fence = NULL;
+static HANDLE g_fenceEvent = NULL;
+static UINT64 g_fenceLastSignaledValue = 0;
+static IDXGISwapChain3* g_pSwapChain = NULL;
+static HANDLE g_hSwapChainWaitableObject = NULL;
+static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
+
+void CreateRenderTarget()
+{
+ ID3D12Resource* pBackBuffer;
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ {
+ g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
+ g_mainRenderTargetResource[i] = pBackBuffer;
+ }
+}
+
+void WaitForLastSubmittedFrame()
+{
+ FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
+
+ UINT64 fenceValue = frameCtxt->FenceValue;
+ if (fenceValue == 0)
+ return; // No fence was signaled
+
+ frameCtxt->FenceValue = 0;
+ if (g_fence->GetCompletedValue() >= fenceValue)
+ return;
+
+ g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ WaitForSingleObject(g_fenceEvent, INFINITE);
+}
+
+FrameContext* WaitForNextFrameResources()
+{
+ UINT nextFrameIndex = g_frameIndex + 1;
+ g_frameIndex = nextFrameIndex;
+
+ HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
+ DWORD numWaitableObjects = 1;
+
+ FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
+ UINT64 fenceValue = frameCtxt->FenceValue;
+ if (fenceValue != 0) // means no fence was signaled
+ {
+ frameCtxt->FenceValue = 0;
+ g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ waitableObjects[1] = g_fenceEvent;
+ numWaitableObjects = 2;
+ }
+
+ WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
+
+ return frameCtxt;
+}
+
+void ResizeSwapChain(HWND hWnd, int width, int height)
+{
+ DXGI_SWAP_CHAIN_DESC1 sd;
+ g_pSwapChain->GetDesc1(&sd);
+ sd.Width = width;
+ sd.Height = height;
+
+ IDXGIFactory4* dxgiFactory = nullptr;
+ g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
+
+ g_pSwapChain->Release();
+ CloseHandle(g_hSwapChainWaitableObject);
+
+ IDXGISwapChain1* swapChain1 = NULL;
+ dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
+ swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
+ swapChain1->Release();
+ dxgiFactory->Release();
+
+ g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ assert(g_hSwapChainWaitableObject != NULL);
+}
+
+void CleanupRenderTarget()
+{
+ WaitForLastSubmittedFrame();
+
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC1 sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = NUM_BACK_BUFFERS;
+ sd.Width = 0;
+ sd.Height = 0;
+ sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ sd.Scaling = DXGI_SCALING_STRETCH;
+ sd.Stereo = FALSE;
+ }
+
+ if (DX12_ENABLE_DEBUG_LAYER)
+ {
+ ID3D12Debug* dx12Debug = NULL;
+ if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
+ {
+ dx12Debug->EnableDebugLayer();
+ dx12Debug->Release();
+ }
+ }
+
+ D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
+ if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
+ return E_FAIL;
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ desc.NumDescriptors = NUM_BACK_BUFFERS;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
+ return E_FAIL;
+
+ SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ {
+ g_mainRenderTargetDescriptor[i] = rtvHandle;
+ rtvHandle.ptr += rtvDescriptorSize;
+ }
+ }
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ desc.NumDescriptors = 1;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
+ return E_FAIL;
+ }
+
+ {
+ D3D12_COMMAND_QUEUE_DESC desc = {};
+ desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
+ return E_FAIL;
+ }
+
+ for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
+ return E_FAIL;
+
+ if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
+ g_pd3dCommandList->Close() != S_OK)
+ return E_FAIL;
+
+ if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
+ return E_FAIL;
+
+ g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
+ if (g_fenceEvent == NULL)
+ return E_FAIL;
+
+ {
+ IDXGIFactory4* dxgiFactory = NULL;
+ IDXGISwapChain1* swapChain1 = NULL;
+ if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
+ dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
+ swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
+ return E_FAIL;
+ swapChain1->Release();
+ dxgiFactory->Release();
+ g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ }
+
+ CreateRenderTarget();
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
+ for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
+ if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
+ if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
+ if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
+ if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
+ if (g_fence) { g_fence->Release(); g_fence = NULL; }
+ if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ CleanupRenderTarget();
+ ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
+ CreateRenderTarget();
+ ImGui_ImplDX12_CreateDeviceObjects();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (CreateDeviceD3D(hwnd) < 0)
+ {
+ CleanupDeviceD3D();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // Setup ImGui binding
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
+ ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
+ DXGI_FORMAT_R8G8B8A8_UNORM,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
+ g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+ ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
+
+ // 1. Show a simple window.
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+ ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ }
+
+ // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window);
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
+ if (show_demo_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowDemoWindow(&show_demo_window);
+ }
+
+ // Rendering
+ FrameContext* frameCtxt = WaitForNextFrameResources();
+ UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+ frameCtxt->CommandAllocator->Reset();
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+
+ g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
+ g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
+ g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+ ImGui::Render();
+ ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData());
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->Close();
+
+ g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+
+ UINT64 fenceValue = g_fenceLastSignaledValue + 1;
+ g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+ g_fenceLastSignaledValue = fenceValue;
+ frameCtxt->FenceValue = fenceValue;
+ }
+
+ WaitForLastSubmittedFrame();
+ ImGui_ImplDX12_Shutdown();
+ ImGui::DestroyContext();
+ CleanupDeviceD3D();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+ return 0;
+}
diff --git a/imgui.cpp b/imgui.cpp
index 40f3a659..7c9d570a 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -951,14 +951,13 @@ ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
{
ImVec2 ap = p - a;
ImVec2 ab_dir = b - a;
- float ab_len = sqrtf(ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y);
- ab_dir *= 1.0f / ab_len;
float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
if (dot < 0.0f)
return a;
- if (dot > ab_len)
+ float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
+ if (dot > ab_len_sqr)
return b;
- return a + ab_dir * dot;
+ return a + ab_dir * dot / ab_len_sqr;
}
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
@@ -2349,7 +2348,7 @@ static bool NavMoveRequestButNoResultYet()
return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
}
-static void NavMoveRequestCancel()
+void ImGui::NavMoveRequestCancel()
{
ImGuiContext& g = *GImGui;
g.NavMoveRequest = false;
@@ -5006,7 +5005,7 @@ static void NavProcessMoveRequestWrapAround(ImGuiWindow* window)
if ((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) && g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == 0)
{
g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
- NavMoveRequestCancel();
+ ImGui::NavMoveRequestCancel();
g.NavWindow->NavRectRel[0].Min.y = g.NavWindow->NavRectRel[0].Max.y = ((g.NavMoveDir == ImGuiDir_Up) ? ImMax(window->SizeFull.y, window->SizeContents.y) : 0.0f) - window->Scroll.y;
}
}
diff --git a/imgui.h b/imgui.h
index 4d304291..91493298 100644
--- a/imgui.h
+++ b/imgui.h
@@ -1506,7 +1506,7 @@ struct ImDrawList
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
- IMGUI_API void PushTextureID(const ImTextureID& texture_id);
+ IMGUI_API void PushTextureID(ImTextureID texture_id);
IMGUI_API void PopTextureID();
inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
diff --git a/imgui_draw.cpp b/imgui_draw.cpp
index 118acabc..7a38af8b 100644
--- a/imgui_draw.cpp
+++ b/imgui_draw.cpp
@@ -450,7 +450,7 @@ void ImDrawList::PopClipRect()
UpdateClipRect();
}
-void ImDrawList::PushTextureID(const ImTextureID& texture_id)
+void ImDrawList::PushTextureID(ImTextureID texture_id)
{
_TextureIdStack.push_back(texture_id);
UpdateTextureID();
diff --git a/imgui_internal.h b/imgui_internal.h
index 77d621bb..c2c05550 100644
--- a/imgui_internal.h
+++ b/imgui_internal.h
@@ -1066,6 +1066,7 @@ namespace ImGui
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
+ IMGUI_API void NavMoveRequestCancel();
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);