diff --git a/examples/README.txt b/examples/README.txt
index b80866c1..11d785d4 100644
--- a/examples/README.txt
+++ b/examples/README.txt
@@ -58,6 +58,10 @@ directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.
+directx12_example/
+ DirectX12 example, Windows only.
+ This is quite long and tedious, because: DirectX12.
+
ios_example/
iOS example.
Using Synergy to access keyboard/mouse data from server computer.
diff --git a/examples/directx12_example/build_win32.bat b/examples/directx12_example/build_win32.bat
new file mode 100644
index 00000000..dd919b23
--- /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" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d12.lib d3dcompiler.lib
+
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
new file mode 100644
index 00000000..94d7fa08
--- /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
+ 10.0.10240.0
+
+
+
+ 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;imm32.lib;%(AdditionalDependencies)
+ %(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;%(AdditionalIncludeDirectories)
+
+
+ true
+ true
+ true
+ d3d12.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ %(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
new file mode 100644
index 00000000..d445f985
--- /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
+
+
+
+
+
+
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp
new file mode 100644
index 00000000..f1983927
--- /dev/null
+++ b/examples/directx12_example/imgui_impl_dx12.cpp
@@ -0,0 +1,667 @@
+// ImGui Win32 + DirectX12 binding
+// 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
+
+#include
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include
+#include
+
+struct FrameResources
+{
+ ID3D12Resource* IB;
+ ID3D12Resource* VB;
+ int VertexBufferSize;
+ int IndexBufferSize;
+};
+
+// Data
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+
+static HWND g_hWnd = 0;
+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 ID3D12Resource* g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
+
+static FrameResources* g_pFrameResources = NULL;
+static UINT g_numFramesInFlight = 0;
+static UINT g_frameIndex = UINT_MAX;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
+{
+ // Create and grow vertex/index buffers if needed
+ //
+ // 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];
+
+ D3D12_HEAP_PROPERTIES props = {};
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ D3D12_RESOURCE_DESC desc = {};
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ 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 (!frameResources->VB || frameResources->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (frameResources->VB) { frameResources->VB->Release(); frameResources->VB = NULL; }
+ frameResources->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ desc.Width = frameResources->VertexBufferSize * sizeof(ImDrawVert);
+ HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&frameResources->VB));
+ assert(SUCCEEDED(hr));
+ }
+ if (!frameResources->IB || frameResources->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (frameResources->IB) { frameResources->IB->Release(); frameResources->IB = NULL; }
+ frameResources->IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ desc.Width = frameResources->IndexBufferSize * sizeof(ImDrawIdx);
+ HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&frameResources->IB));
+ assert(SUCCEEDED(hr));
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D12_RANGE range = {};
+ void* vtx_resource = NULL;
+ HRESULT hr = frameResources->VB->Map(0, &range, &vtx_resource);
+ assert(SUCCEEDED(hr));
+
+ void* idx_resource = NULL;
+ hr = frameResources->IB->Map(0, &range, &idx_resource);
+ assert(SUCCEEDED(hr));
+
+ 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[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
+ memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.size();
+ idx_dst += cmd_list->IdxBuffer.size();
+ }
+ frameResources->VB->Unmap(0, &range);
+ frameResources->IB->Unmap(0, &range);
+
+ // Setup orthographic projection matrix into our constant buffer
+ VERTEX_CONSTANT_BUFFER vertexConstantBuffer = {};
+ {
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const 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(&vertexConstantBuffer.mvp, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ D3D12_VIEWPORT viewport = {};
+ viewport.Width = ImGui::GetIO().DisplaySize.x;
+ viewport.Height = ImGui::GetIO().DisplaySize.y;
+ viewport.MinDepth = 0.0f;
+ viewport.MaxDepth = 1.0f;
+ viewport.TopLeftX = 0;
+ viewport.TopLeftY = 0;
+
+ // Bind shader and vertex buffers
+ D3D12_VERTEX_BUFFER_VIEW vbv = {};
+ vbv.BufferLocation = frameResources->VB->GetGPUVirtualAddress();
+ vbv.SizeInBytes = frameResources->VertexBufferSize * sizeof(ImDrawVert);
+ vbv.StrideInBytes = sizeof(ImDrawVert);
+
+ D3D12_INDEX_BUFFER_VIEW ibv = {};
+ ibv.BufferLocation = frameResources->IB->GetGPUVirtualAddress();
+ ibv.SizeInBytes = frameResources->IndexBufferSize * sizeof(ImDrawIdx);
+ ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+
+ FLOAT blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+
+ g_pd3dCommandList->SetPipelineState(g_pPipelineState);
+ g_pd3dCommandList->SetGraphicsRootSignature(g_pRootSignature);
+ g_pd3dCommandList->SetGraphicsRoot32BitConstants(0, 16, &vertexConstantBuffer, 0);
+ g_pd3dCommandList->IASetIndexBuffer(&ibv);
+ g_pd3dCommandList->IASetVertexBuffers(0, 1, &vbv);
+ g_pd3dCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ g_pd3dCommandList->RSSetViewports(1, &viewport);
+ g_pd3dCommandList->OMSetBlendFactor(blendFactor);
+
+ // 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
+ {
+ D3D12_RECT scissorRect = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+
+ D3D12_GPU_DESCRIPTOR_HANDLE srvHandle = {};
+ srvHandle.ptr = (UINT64) pcmd->TextureId;
+
+ g_pd3dCommandList->SetGraphicsRootDescriptorTable(1, srvHandle);
+ g_pd3dCommandList->RSSetScissorRects(1, &scissorRect);
+ g_pd3dCommandList->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.size();
+ }
+}
+
+IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MBUTTONDOWN:
+ io.MouseDown[2] = true;
+ return true;
+ case WM_MBUTTONUP:
+ io.MouseDown[2] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_KEYDOWN:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return true;
+ case WM_KEYUP:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 0;
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ }
+ 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_RESOURCE_DESC resourceDesc = {};
+ resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ resourceDesc.Alignment = 0;
+ resourceDesc.Width = width;
+ resourceDesc.Height = height;
+ resourceDesc.DepthOrArraySize = 1;
+ resourceDesc.MipLevels = 1;
+ resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ resourceDesc.SampleDesc.Count = 1;
+ resourceDesc.SampleDesc.Quality = 0;
+ resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ D3D12_HEAP_PROPERTIES props = {};
+ props.Type = D3D12_HEAP_TYPE_DEFAULT;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &resourceDesc,
+ D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&g_pFontTextureResource));
+ assert(SUCCEEDED(hr));
+
+ UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+ UINT uploadSize = height * uploadPitch;
+ resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ resourceDesc.Alignment = 0;
+ resourceDesc.Width = uploadSize;
+ resourceDesc.Height = 1;
+ resourceDesc.DepthOrArraySize = 1;
+ resourceDesc.MipLevels = 1;
+ resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
+ resourceDesc.SampleDesc.Count = 1;
+ resourceDesc.SampleDesc.Quality = 0;
+ resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ resourceDesc.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;
+ hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &resourceDesc,
+ D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+ assert(SUCCEEDED(hr));
+
+ void* mapped = NULL;
+ D3D12_RANGE range = { 0, uploadSize };
+ hr = uploadBuffer->Map(0, &range, &mapped);
+ 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 = g_pFontTextureResource;
+ 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 = g_pFontTextureResource;
+ 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));
+ assert(SUCCEEDED(hr));
+
+ HANDLE event = CreateEvent(0, 0, 0, 0);
+ 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));
+ assert(SUCCEEDED(hr));
+
+ ID3D12CommandAllocator* cmdAlloc = NULL;
+ hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ assert(SUCCEEDED(hr));
+
+ ID3D12GraphicsCommandList* cmdList = NULL;
+ hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+ assert(SUCCEEDED(hr));
+
+ cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
+ cmdList->ResourceBarrier(1, &barrier);
+
+ hr = cmdList->Close();
+ assert(SUCCEEDED(hr));
+
+ cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
+ hr = cmdQueue->Signal(fence, 1);
+ 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
+ g_pd3dDevice->CreateShaderResourceView(g_pFontTextureResource, NULL, g_hFontSrvCpuDescHandle);
+
+ // Store our identifier
+ static_assert(sizeof(void*) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
+ ImGui::GetIO().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();
+ }
+ // Create the pipeline state object
+ {
+ 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;\
+ }";
+
+ 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(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;
+
+ 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;
+
+ D3D12_INPUT_ELEMENT_DESC localLayout[] = {
+ { "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 },
+ };
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {};
+ desc.NodeMask = 1;
+ desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ desc.InputLayout = { localLayout, _countof(localLayout) };
+ desc.pRootSignature = g_pRootSignature;
+ desc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
+ desc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
+ desc.SampleMask = UINT_MAX;
+ desc.NumRenderTargets = 1;
+ desc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+ desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
+ desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
+ desc.RasterizerState.FrontCounterClockwise = FALSE;
+ desc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ desc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ desc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ desc.RasterizerState.DepthClipEnable = TRUE;
+ desc.RasterizerState.MultisampleEnable = FALSE;
+ desc.RasterizerState.AntialiasedLineEnable = FALSE;
+ desc.RasterizerState.ForcedSampleCount = 0;
+ desc.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+
+ desc.BlendState.AlphaToCoverageEnable = FALSE;
+ desc.BlendState.RenderTarget[0].BlendEnable = TRUE;
+ desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+ desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+
+ desc.DepthStencilState.DepthEnable = FALSE;
+ desc.DepthStencilState.StencilEnable = FALSE;
+
+ HRESULT hr = g_pd3dDevice->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&g_pPipelineState));
+ assert(SUCCEEDED(hr));
+ }
+
+ 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; }
+ 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; }
+ }
+ ImGui::GetIO().Fonts->TexID = 0;
+}
+
+bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight,
+ ID3D12Device* device, ID3D12GraphicsCommandList* cmdList,
+ D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle,
+ D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle)
+{
+ g_hWnd = (HWND)hwnd;
+ g_pd3dDevice = device;
+ g_pd3dCommandList = cmdList;
+ g_hFontSrvCpuDescHandle = fontSrvCpuDescHandle;
+ g_hFontSrvGpuDescHandle = fontSrvGpuDescHandle;
+ g_pFrameResources = new FrameResources [numFramesInFlight];
+ g_numFramesInFlight = numFramesInFlight;
+ g_frameIndex = UINT_MAX;
+
+ for (int i = 0; i < numFramesInFlight; ++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_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ 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.RenderDrawListsFn = ImGui_ImplDX12_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
+ io.ImeWindowHandle = g_hWnd;
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ ImGui::Shutdown();
+ 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()
+{
+ if (!g_pPipelineState)
+ ImGui_ImplDX12_CreateDeviceObjects();
+
+ 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.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
+
+ // Hide OS mouse cursor if ImGui is drawing it
+ SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
+
+ // Start the frame
+ 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..f5c58bb8
--- /dev/null
+++ b/examples/directx12_example/imgui_impl_dx12.h
@@ -0,0 +1,34 @@
+// ImGui Win32 + DirectX12 binding
+// 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
+
+#include
+
+// cmdList is the command list that the implementation will use to render the
+// GUI.
+//
+// Before calling ImGui::Render(), caller must prepare cmdList by resetting it
+// and setting the appropriate render target and descriptor heap that contains
+// fontSrv*puDescHandle.
+//
+// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV
+// descriptor to use for the internal font texture.
+IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight,
+ ID3D12Device* device, ID3D12GraphicsCommandList* cmdList,
+ D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle,
+ D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle);
+IMGUI_API void ImGui_ImplDX12_Shutdown();
+IMGUI_API void ImGui_ImplDX12_NewFrame();
+
+// 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_ImplDX12_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..dbd822ac
--- /dev/null
+++ b/examples/directx12_example/main.cpp
@@ -0,0 +1,418 @@
+// ImGui - standalone example application for DirectX 11
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include
+#include
+#include "imgui_impl_dx12.h"
+#include
+#include
+#include
+
+struct FrameContext
+{
+ ID3D12CommandAllocator* CommandAllocator;
+ UINT64 FenceValue;
+ bool FenceSignalled;
+};
+
+// 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 IDXGIFactory4* g_pdxgiFactory = NULL;
+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_fenceLastSignalledValue = 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] = {};
+
+static void WaitForLastSubmittedFrame()
+{
+ FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
+
+ UINT64 fenceValue = frameCtxt->FenceValue;
+ if (fenceValue == 0) { // means no fence was signalled
+ return;
+ }
+
+ frameCtxt->FenceValue = 0;
+ if (g_fence->GetCompletedValue() >= fenceValue) {
+ return;
+ }
+
+ HRESULT hr = g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ assert(SUCCEEDED(hr));
+
+ WaitForSingleObject(g_fenceEvent, INFINITE);
+}
+
+static 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 signalled
+ frameCtxt->FenceValue = 0;
+
+ HRESULT hr = g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ assert(SUCCEEDED(hr));
+
+ waitableObjects[1] = g_fenceEvent;
+ numWaitableObjects = 2;
+ }
+
+ HRESULT hr = WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
+ assert(SUCCEEDED(hr));
+
+ return frameCtxt;
+}
+
+void CreateRenderTarget(HWND hWnd, int width, int height)
+{
+ DXGI_SWAP_CHAIN_DESC1 desc = {};
+ desc.Width = width;
+ desc.Height = height;
+ desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
+ desc.Stereo = FALSE;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ desc.BufferCount = NUM_BACK_BUFFERS;
+ desc.Scaling = DXGI_SCALING_STRETCH;
+ desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ desc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+
+ IDXGISwapChain1* swapChain1 = NULL;
+ HRESULT hr = g_pdxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &desc, NULL, NULL, &swapChain1);
+ assert(SUCCEEDED(hr));
+
+ hr = swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
+ assert(SUCCEEDED(hr));
+
+ swapChain1->Release();
+
+ hr = g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+ assert(SUCCEEDED(hr));
+
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ assert(g_hSwapChainWaitableObject != NULL);
+
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
+ {
+ hr = g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&g_mainRenderTargetResource[i]));
+ assert(SUCCEEDED(hr));
+
+ g_pd3dDevice->CreateRenderTargetView(g_mainRenderTargetResource[i], NULL, g_mainRenderTargetDescriptor[i]);
+ }
+}
+
+void CleanupRenderTarget()
+{
+ WaitForLastSubmittedFrame();
+
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
+ {
+ if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
+ }
+ if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ (void) hWnd;
+
+#ifdef _DEBUG
+ {
+ ID3D12Debug* debugController = NULL;
+ if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
+ {
+ debugController->EnableDebugLayer();
+ debugController->Release();
+ }
+ }
+#endif
+
+ if (CreateDXGIFactory1(IID_PPV_ARGS(&g_pdxgiFactory)) != S_OK)
+ return E_FAIL;
+
+ IDXGIAdapter1* adapter = NULL;
+ for (UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != g_pdxgiFactory->EnumAdapters1(adapterIndex, &adapter); ++adapterIndex)
+ {
+ DXGI_ADAPTER_DESC1 desc = {};
+ adapter->GetDesc1(&desc);
+
+ if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
+ {
+ adapter->Release();
+ continue;
+ }
+
+ if (FAILED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), NULL)))
+ {
+ adapter->Release();
+ continue;
+ }
+
+ break;
+ }
+
+ HRESULT hr = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&g_pd3dDevice));
+
+ if (adapter != NULL)
+ {
+ adapter->Release();
+ }
+
+ if (FAILED(hr))
+ return hr;
+
+ {
+ 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;
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ 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; }
+ if (g_pdxgiFactory) { g_pdxgiFactory->Release(); g_pdxgiFactory = NULL; }
+}
+
+extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplDX12_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ CleanupRenderTarget();
+ CreateRenderTarget(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
+ 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, LoadCursor(NULL, IDC_ARROW), 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_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice, g_pd3dCommandList,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
+ g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+ // Load Fonts
+ // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
+ //ImGuiIO& io = ImGui::GetIO();
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+
+ bool show_test_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_col = ImColor(114, 144, 154);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ // Wait for frame resources to be available
+
+ ImGui_ImplDX12_NewFrame();
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ ImGui::ColorEdit3("clear color", (float*)&clear_col);
+ if (ImGui::Button("Test Window")) show_test_window ^= 1;
+ if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin("Another Window", &show_another_window);
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ FrameContext* frameCtxt = WaitForNextFrameResources();
+ UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+
+ HRESULT hr = frameCtxt->CommandAllocator->Reset();
+ assert(SUCCEEDED(hr));
+
+ hr = g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
+ assert(SUCCEEDED(hr));
+
+ 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->ResourceBarrier(1, &barrier);
+
+ g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
+ g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
+ g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+ ImGui::Render();
+
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+
+ hr = g_pd3dCommandList->Close();
+ assert(SUCCEEDED(hr));
+
+ g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
+
+ hr = g_pSwapChain->Present(1, 0);
+ assert(SUCCEEDED(hr));
+
+ auto fenceValue = g_fenceLastSignalledValue + 1;
+ hr = g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+ assert(SUCCEEDED(hr));
+ g_fenceLastSignalledValue = fenceValue;
+ frameCtxt->FenceValue = fenceValue;
+ }
+
+ ImGui_ImplDX12_Shutdown();
+ CleanupDeviceD3D();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+ return 0;
+}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
index b7e6a252..200a38f5 100644
--- a/examples/imgui_examples_msvc2010.sln
+++ b/examples/imgui_examples_msvc2010.sln
@@ -7,6 +7,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx12_example", "directx12_example\directx12_example.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}"
+EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx10_example", "directx10_example\directx10_example.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
@@ -43,6 +45,14 @@ Global
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.ActiveCfg = Debug|Win32
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.Build.0 = Debug|Win32
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.ActiveCfg = Debug|x64
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.Build.0 = Debug|x64
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.ActiveCfg = Release|Win32
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.Build.0 = Release|Win32
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.ActiveCfg = Release|x64
+ {B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.Build.0 = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64