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 + + + + + + + + + + + + + + + + + + + + + + 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