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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
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mkdir Debug |
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cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx12_example.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib |
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// ImGui Win32 + DirectX12 binding
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// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include <imgui.h> |
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#include "imgui_impl_dx12.h" |
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// DirectX
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#include <d3d12.h> |
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#include <d3dcompiler.h> |
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struct FrameResources |
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{ |
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ID3D12Resource* IB; |
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ID3D12Resource* VB; |
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int VertexBufferSize; |
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int IndexBufferSize; |
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}; |
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|
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// Data
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static INT64 g_Time = 0; |
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static INT64 g_TicksPerSecond = 0; |
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static HWND g_hWnd = 0; |
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static ID3D12Device* g_pd3dDevice = NULL; |
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static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; |
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static ID3D10Blob* g_pVertexShaderBlob = NULL; |
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static ID3D10Blob* g_pPixelShaderBlob = NULL; |
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static ID3D12RootSignature* g_pRootSignature = NULL; |
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static ID3D12PipelineState* g_pPipelineState = NULL; |
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static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; |
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static ID3D12Resource* g_pFontTextureResource = NULL; |
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static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; |
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static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; |
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static FrameResources* g_pFrameResources = NULL; |
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static UINT g_numFramesInFlight = 0; |
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static UINT g_frameIndex = UINT_MAX; |
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struct VERTEX_CONSTANT_BUFFER |
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{ |
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float mvp[4][4]; |
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}; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data) |
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{ |
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// NOTE: I'm assuming that this only get's called once per frame! If not,
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// we can't just re-allocate the IB or VB, we'll have to do a proper
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// allocator.
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g_frameIndex = g_frameIndex + 1; |
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FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; |
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ID3D12Resource* g_pVB = frameResources->VB; |
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ID3D12Resource* g_pIB = frameResources->IB; |
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int g_VertexBufferSize = frameResources->VertexBufferSize; |
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int g_IndexBufferSize = frameResources->IndexBufferSize; |
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ID3D12GraphicsCommandList* ctx = g_pd3dCommandList; |
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) |
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{ |
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000; |
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D3D12_HEAP_PROPERTIES props; |
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
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props.Type = D3D12_HEAP_TYPE_UPLOAD; |
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
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D3D12_RESOURCE_DESC desc; |
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); |
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
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desc.Width = g_VertexBufferSize * sizeof(ImDrawVert); |
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desc.Height = 1; |
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desc.DepthOrArraySize = 1; |
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desc.MipLevels = 1; |
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desc.Format = DXGI_FORMAT_UNKNOWN; |
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desc.SampleDesc.Count = 1; |
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
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desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
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if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, |
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&desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0) |
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return; |
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frameResources->VB = g_pVB; |
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frameResources->VertexBufferSize = g_VertexBufferSize; |
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} |
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) |
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{ |
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000; |
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D3D12_HEAP_PROPERTIES props; |
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
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props.Type = D3D12_HEAP_TYPE_UPLOAD; |
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
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D3D12_RESOURCE_DESC desc; |
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); |
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
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desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx); |
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desc.Height = 1; |
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desc.DepthOrArraySize = 1; |
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desc.MipLevels = 1; |
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desc.Format = DXGI_FORMAT_UNKNOWN; |
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desc.SampleDesc.Count = 1; |
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
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desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
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if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, |
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&desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0) |
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return; |
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frameResources->IB = g_pIB; |
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frameResources->IndexBufferSize = g_IndexBufferSize; |
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} |
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// Copy and convert all vertices into a single contiguous buffer
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void* vtx_resource, *idx_resource; |
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D3D12_RANGE range; |
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memset(&range, 0, sizeof(D3D12_RANGE)); |
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if (g_pVB->Map(0, &range, &vtx_resource) != S_OK) |
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return; |
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if (g_pIB->Map(0, &range, &idx_resource) != S_OK) |
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return; |
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; |
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
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vtx_dst += cmd_list->VtxBuffer.Size; |
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idx_dst += cmd_list->IdxBuffer.Size; |
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} |
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g_pVB->Unmap(0, &range); |
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g_pIB->Unmap(0, &range); |
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// Setup orthographic projection matrix into our constant buffer
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VERTEX_CONSTANT_BUFFER vertex_constant_buffer; |
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{ |
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VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer; |
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float L = 0.0f; |
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float R = ImGui::GetIO().DisplaySize.x; |
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float B = ImGui::GetIO().DisplaySize.y; |
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float T = 0.0f; |
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float mvp[4][4] = |
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{ |
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
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{ 0.0f, 0.0f, 0.5f, 0.0f }, |
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
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}; |
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); |
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} |
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// Setup viewport
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D3D12_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D12_VIEWPORT)); |
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vp.Width = ImGui::GetIO().DisplaySize.x; |
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vp.Height = ImGui::GetIO().DisplaySize.y; |
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vp.MinDepth = 0.0f; |
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vp.MaxDepth = 1.0f; |
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vp.TopLeftX = vp.TopLeftY = 0.0f; |
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ctx->RSSetViewports(1, &vp); |
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert); |
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unsigned int offset = 0; |
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D3D12_VERTEX_BUFFER_VIEW vbv; |
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memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); |
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vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset; |
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vbv.SizeInBytes = g_VertexBufferSize * stride; |
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vbv.StrideInBytes = stride; |
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ctx->IASetVertexBuffers(0, 1, &vbv); |
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D3D12_INDEX_BUFFER_VIEW ibv; |
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memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); |
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ibv.BufferLocation = g_pIB->GetGPUVirtualAddress(); |
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ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx); |
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; |
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ctx->IASetIndexBuffer(&ibv); |
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ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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ctx->SetPipelineState(g_pPipelineState); |
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ctx->SetGraphicsRootSignature(g_pRootSignature); |
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ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); |
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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ctx->OMSetBlendFactor(blend_factor); |
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// Render command lists
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int vtx_offset = 0; |
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int idx_offset = 0; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; |
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ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); |
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ctx->RSSetScissorRects(1, &r); |
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); |
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} |
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idx_offset += pcmd->ElemCount; |
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} |
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vtx_offset += cmd_list->VtxBuffer.Size; |
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} |
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} |
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IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (msg) |
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{ |
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case WM_LBUTTONDOWN: |
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io.MouseDown[0] = true; |
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return true; |
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case WM_LBUTTONUP: |
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io.MouseDown[0] = false; |
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return true; |
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case WM_RBUTTONDOWN: |
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io.MouseDown[1] = true; |
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return true; |
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case WM_RBUTTONUP: |
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io.MouseDown[1] = false; |
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return true; |
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case WM_MBUTTONDOWN: |
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io.MouseDown[2] = true; |
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return true; |
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case WM_MBUTTONUP: |
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io.MouseDown[2] = false; |
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return true; |
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case WM_MOUSEWHEEL: |
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
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return true; |
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case WM_MOUSEMOVE: |
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io.MousePos.x = (signed short)(lParam); |
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io.MousePos.y = (signed short)(lParam >> 16); |
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return true; |
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case WM_KEYDOWN: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 1; |
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return true; |
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case WM_KEYUP: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 0; |
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return true; |
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case WM_CHAR: |
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000) |
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io.AddInputCharacter((unsigned short)wParam); |
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return true; |
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} |
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return 0; |
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} |
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static void ImGui_ImplDX12_CreateFontsTexture() |
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{ |
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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// Upload texture to graphics system
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{ |
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D3D12_HEAP_PROPERTIES props; |
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
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props.Type = D3D12_HEAP_TYPE_DEFAULT; |
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
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D3D12_RESOURCE_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; |
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desc.Alignment = 0; |
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desc.Width = width; |
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desc.Height = height; |
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desc.DepthOrArraySize = 1; |
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desc.MipLevels = 1; |
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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desc.SampleDesc.Count = 1; |
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desc.SampleDesc.Quality = 0; |
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desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; |
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desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
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ID3D12Resource* pTexture = NULL; |
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g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
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D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); |
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UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); |
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UINT uploadSize = height * uploadPitch; |
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
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desc.Alignment = 0; |
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desc.Width = uploadSize; |
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desc.Height = 1; |
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desc.DepthOrArraySize = 1; |
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desc.MipLevels = 1; |
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desc.Format = DXGI_FORMAT_UNKNOWN; |
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desc.SampleDesc.Count = 1; |
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desc.SampleDesc.Quality = 0; |
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
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desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
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props.Type = D3D12_HEAP_TYPE_UPLOAD; |
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
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ID3D12Resource* uploadBuffer = NULL; |
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HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
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D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); |
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assert(SUCCEEDED(hr)); |
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void* mapped = NULL; |
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D3D12_RANGE range = { 0, uploadSize }; |
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hr = uploadBuffer->Map(0, &range, &mapped); |
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assert(SUCCEEDED(hr)); |
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for (int y = 0; y < height; ++y) |
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{ |
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memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); |
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} |
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uploadBuffer->Unmap(0, &range); |
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D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; |
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srcLocation.pResource = uploadBuffer; |
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srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
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srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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srcLocation.PlacedFootprint.Footprint.Width = width; |
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srcLocation.PlacedFootprint.Footprint.Height = height; |
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srcLocation.PlacedFootprint.Footprint.Depth = 1; |
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srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; |
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D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; |
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dstLocation.pResource = pTexture; |
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dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
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dstLocation.SubresourceIndex = 0; |
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D3D12_RESOURCE_BARRIER barrier = {}; |
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
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barrier.Transition.pResource = pTexture; |
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; |
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
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ID3D12Fence* fence = NULL; |
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hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); |
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assert(SUCCEEDED(hr)); |
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HANDLE event = CreateEvent(0, 0, 0, 0); |
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assert(event != NULL); |
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D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
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queueDesc.NodeMask = 1; |
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ID3D12CommandQueue* cmdQueue = NULL; |
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hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); |
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assert(SUCCEEDED(hr)); |
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ID3D12CommandAllocator* cmdAlloc = NULL; |
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hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); |
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assert(SUCCEEDED(hr)); |
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ID3D12GraphicsCommandList* cmdList = NULL; |
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hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); |
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assert(SUCCEEDED(hr)); |
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cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); |
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cmdList->ResourceBarrier(1, &barrier); |
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hr = cmdList->Close(); |
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assert(SUCCEEDED(hr)); |
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cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); |
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hr = cmdQueue->Signal(fence, 1); |
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assert(SUCCEEDED(hr)); |
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fence->SetEventOnCompletion(1, event); |
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WaitForSingleObject(event, INFINITE); |
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cmdList->Release(); |
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cmdAlloc->Release(); |
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cmdQueue->Release(); |
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CloseHandle(event); |
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fence->Release(); |
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uploadBuffer->Release(); |
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// Create texture view
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; |
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ZeroMemory(&srvDesc, sizeof(srvDesc)); |
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; |
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srvDesc.Texture2D.MipLevels = desc.MipLevels; |
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srvDesc.Texture2D.MostDetailedMip = 0; |
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; |
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); |
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if (g_pFontTextureResource != NULL) |
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g_pFontTextureResource->Release(); |
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g_pFontTextureResource = pTexture; |
||||
} |
||||
|
||||
// Store our identifier
|
||||
static_assert(sizeof(void*) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID"); |
||||
io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr; |
||||
} |
||||
|
||||
bool ImGui_ImplDX12_CreateDeviceObjects() |
||||
{ |
||||
if (!g_pd3dDevice) |
||||
return false; |
||||
if (g_pPipelineState) |
||||
ImGui_ImplDX12_InvalidateDeviceObjects(); |
||||
|
||||
// Create the root signature
|
||||
{ |
||||
D3D12_DESCRIPTOR_RANGE descRange = {}; |
||||
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; |
||||
descRange.NumDescriptors = 1; |
||||
descRange.BaseShaderRegister = 0; |
||||
descRange.RegisterSpace = 0; |
||||
descRange.OffsetInDescriptorsFromTableStart = 0; |
||||
|
||||
D3D12_ROOT_PARAMETER param[2] = {}; |
||||
|
||||
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; |
||||
param[0].Constants.ShaderRegister = 0; |
||||
param[0].Constants.RegisterSpace = 0; |
||||
param[0].Constants.Num32BitValues = 16; |
||||
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; |
||||
|
||||
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; |
||||
param[1].DescriptorTable.NumDescriptorRanges = 1; |
||||
param[1].DescriptorTable.pDescriptorRanges = &descRange; |
||||
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; |
||||
|
||||
D3D12_STATIC_SAMPLER_DESC staticSampler = {}; |
||||
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; |
||||
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; |
||||
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; |
||||
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; |
||||
staticSampler.MipLODBias = 0.f; |
||||
staticSampler.MaxAnisotropy = 0; |
||||
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
||||
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; |
||||
staticSampler.MinLOD = 0.f; |
||||
staticSampler.MaxLOD = 0.f; |
||||
staticSampler.ShaderRegister = 0; |
||||
staticSampler.RegisterSpace = 0; |
||||
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; |
||||
|
||||
D3D12_ROOT_SIGNATURE_DESC desc = {}; |
||||
desc.NumParameters = _countof(param); |
||||
desc.pParameters = param; |
||||
desc.NumStaticSamplers = 1; |
||||
desc.pStaticSamplers = &staticSampler; |
||||
desc.Flags = |
||||
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | |
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | |
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | |
||||
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; |
||||
|
||||
ID3DBlob* blob = NULL; |
||||
if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) |
||||
return false; |
||||
|
||||
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); |
||||
blob->Release(); |
||||
} |
||||
|
||||
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
||||
// If you would like to use this DX12 sample code but remove this dependency you can:
|
||||
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
||||
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
||||
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
||||
|
||||
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; |
||||
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); |
||||
psoDesc.NodeMask = 1; |
||||
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; |
||||
psoDesc.pRootSignature = g_pRootSignature; |
||||
psoDesc.SampleMask = UINT_MAX; |
||||
psoDesc.NumRenderTargets = 1; |
||||
psoDesc.RTVFormats[0] = g_RTVFormat; |
||||
psoDesc.SampleDesc.Count = 1; |
||||
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; |
||||
|
||||
// Create the vertex shader
|
||||
{ |
||||
static const char* vertexShader = |
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}"; |
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); |
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false; |
||||
psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; |
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] = { |
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
||||
}; |
||||
psoDesc.InputLayout = { local_layout, 3 }; |
||||
} |
||||
|
||||
// Create the pixel shader
|
||||
{ |
||||
static const char* pixelShader = |
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
SamplerState sampler0 : register(s0);\
|
||||
Texture2D texture0 : register(t0);\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}"; |
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); |
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false; |
||||
psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; |
||||
} |
||||
|
||||
// Create the blending setup
|
||||
{ |
||||
D3D12_BLEND_DESC& desc = psoDesc.BlendState; |
||||
desc.AlphaToCoverageEnable = false; |
||||
desc.RenderTarget[0].BlendEnable = true; |
||||
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; |
||||
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; |
||||
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; |
||||
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; |
||||
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; |
||||
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; |
||||
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; |
||||
} |
||||
|
||||
// Create the rasterizer state
|
||||
{ |
||||
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; |
||||
desc.FillMode = D3D12_FILL_MODE_SOLID; |
||||
desc.CullMode = D3D12_CULL_MODE_NONE; |
||||
desc.FrontCounterClockwise = FALSE; |
||||
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; |
||||
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; |
||||
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; |
||||
desc.DepthClipEnable = true; |
||||
desc.MultisampleEnable = FALSE; |
||||
desc.AntialiasedLineEnable = FALSE; |
||||
desc.ForcedSampleCount = 0; |
||||
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; |
||||
} |
||||
|
||||
// Create depth-stencil State
|
||||
{ |
||||
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; |
||||
desc.DepthEnable = false; |
||||
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; |
||||
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
||||
desc.StencilEnable = false; |
||||
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; |
||||
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
||||
desc.BackFace = desc.FrontFace; |
||||
} |
||||
|
||||
if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK) |
||||
return false; |
||||
|
||||
ImGui_ImplDX12_CreateFontsTexture(); |
||||
|
||||
return true; |
||||
} |
||||
|
||||
void ImGui_ImplDX12_InvalidateDeviceObjects() |
||||
{ |
||||
if (!g_pd3dDevice) |
||||
return; |
||||
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } |
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } |
||||
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } |
||||
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } |
||||
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
for (UINT i = 0; i < g_numFramesInFlight; ++i) |
||||
{ |
||||
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; } |
||||
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; } |
||||
} |
||||
} |
||||
|
||||
bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, |
||||
ID3D12Device* device, |
||||
DXGI_FORMAT rtv_format, |
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, |
||||
D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) |
||||
{ |
||||
g_hWnd = (HWND)hwnd; |
||||
g_pd3dDevice = device; |
||||
g_RTVFormat = rtv_format; |
||||
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; |
||||
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; |
||||
g_pFrameResources = new FrameResources [num_frames_in_flight]; |
||||
g_numFramesInFlight = num_frames_in_flight; |
||||
g_frameIndex = UINT_MAX; |
||||
|
||||
for (int i = 0; i < num_frames_in_flight; ++i) |
||||
{ |
||||
g_pFrameResources[i].IB = NULL; |
||||
g_pFrameResources[i].VB = NULL; |
||||
g_pFrameResources[i].VertexBufferSize = 5000; |
||||
g_pFrameResources[i].IndexBufferSize = 10000; |
||||
} |
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) |
||||
return false; |
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
||||
return false; |
||||
|
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; |
||||
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; |
||||
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; |
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME; |
||||
io.KeyMap[ImGuiKey_End] = VK_END; |
||||
io.KeyMap[ImGuiKey_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(ID3D12GraphicsCommandList* command_list) |
||||
{ |
||||
if (!g_pPipelineState) |
||||
ImGui_ImplDX12_CreateDeviceObjects(); |
||||
|
||||
g_pd3dCommandList = command_list; |
||||
|
||||
ImGuiIO& io = ImGui::GetIO(); |
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect; |
||||
GetClientRect(g_hWnd, &rect); |
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
||||
|
||||
// Setup time step
|
||||
INT64 current_time; |
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; |
||||
g_Time = current_time; |
||||
|
||||
// Read keyboard modifiers inputs
|
||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; |
||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; |
||||
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; |
||||
io.KeySuper = false; |
||||
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||
|
||||
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
|
||||
if (io.WantMoveMouse) |
||||
{ |
||||
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; |
||||
ClientToScreen(g_hWnd, &pos); |
||||
SetCursorPos(pos.x, pos.y); |
||||
} |
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
if (io.MouseDrawCursor) |
||||
SetCursor(NULL); |
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame(); |
||||
} |
@ -0,0 +1,41 @@ |
||||
// ImGui Win32 + DirectX12 binding
|
||||
// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
enum DXGI_FORMAT; |
||||
struct ID3D12Device; |
||||
struct ID3D12GraphicsCommandList; |
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE; |
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE; |
||||
|
||||
// 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
|
||||
// fontSrvCpuDescHandle/fontSrvGpuDescHandle.
|
||||
//
|
||||
// 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, |
||||
DXGI_FORMAT rtv_format, |
||||
D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle, |
||||
D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle); |
||||
IMGUI_API void ImGui_ImplDX12_Shutdown(); |
||||
IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmdList); |
||||
|
||||
// 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 <windows.h> types. You can copy the extern declaration in your code.
|
||||
/*
|
||||
IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
||||
*/ |
@ -0,0 +1,402 @@ |
||||
// 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 <imgui.h> |
||||
#include "imgui_impl_dx12.h" |
||||
#include <d3d12.h> |
||||
#include <dxgi1_4.h> |
||||
#include <tchar.h> |
||||
|
||||
#define D3D11_CREATE_DEVICE_DEBUG 2 |
||||
|
||||
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 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] = {}; |
||||
|
||||
void CreateRenderTarget() |
||||
{ |
||||
DXGI_SWAP_CHAIN_DESC sd; |
||||
g_pSwapChain->GetDesc(&sd); |
||||
|
||||
// Create the render target
|
||||
ID3D12Resource* pBackBuffer; |
||||
D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc; |
||||
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); |
||||
render_target_view_desc.Format = sd.BufferDesc.Format; |
||||
render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; |
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) |
||||
{ |
||||
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); |
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]); |
||||
g_mainRenderTargetResource[i] = pBackBuffer; |
||||
} |
||||
} |
||||
|
||||
void WaitForLastSubmittedFrame() |
||||
{ |
||||
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; |
||||
|
||||
UINT64 fenceValue = frameCtxt->FenceValue; |
||||
if (fenceValue == 0) |
||||
return; // no fence was signalled
|
||||
|
||||
frameCtxt->FenceValue = 0; |
||||
if (g_fence->GetCompletedValue() >= fenceValue) |
||||
return; |
||||
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); |
||||
WaitForSingleObject(g_fenceEvent, INFINITE); |
||||
} |
||||
|
||||
FrameContext* WaitForNextFrameResources() |
||||
{ |
||||
UINT nextFrameIndex = g_frameIndex + 1; |
||||
g_frameIndex = nextFrameIndex; |
||||
|
||||
HANDLE waitableObjects[] = { |
||||
g_hSwapChainWaitableObject, |
||||
NULL, |
||||
}; |
||||
DWORD numWaitableObjects = 1; |
||||
|
||||
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; |
||||
UINT64 fenceValue = frameCtxt->FenceValue; |
||||
if (fenceValue != 0) // means no fence was signalled
|
||||
{ |
||||
frameCtxt->FenceValue = 0; |
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); |
||||
waitableObjects[1] = g_fenceEvent; |
||||
numWaitableObjects = 2; |
||||
} |
||||
|
||||
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); |
||||
|
||||
return frameCtxt; |
||||
} |
||||
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height) |
||||
{ |
||||
DXGI_SWAP_CHAIN_DESC1 sd; |
||||
g_pSwapChain->GetDesc1(&sd); |
||||
sd.Width = width; |
||||
sd.Height = height; |
||||
|
||||
IDXGIFactory4* dxgiFactory = nullptr; |
||||
g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory)); |
||||
|
||||
g_pSwapChain->Release(); |
||||
CloseHandle(g_hSwapChainWaitableObject); |
||||
|
||||
IDXGISwapChain1* swapChain1 = NULL; |
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1); |
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)); |
||||
swapChain1->Release(); |
||||
dxgiFactory->Release(); |
||||
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); |
||||
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); |
||||
assert(g_hSwapChainWaitableObject != NULL); |
||||
} |
||||
|
||||
void CleanupRenderTarget() |
||||
{ |
||||
WaitForLastSubmittedFrame(); |
||||
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) |
||||
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } |
||||
} |
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd) |
||||
{ |
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC1 sd; |
||||
{ |
||||
ZeroMemory(&sd, sizeof(sd)); |
||||
sd.BufferCount = NUM_BACK_BUFFERS; |
||||
sd.Width = 0; |
||||
sd.Height = 0; |
||||
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; |
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
||||
sd.SampleDesc.Count = 1; |
||||
sd.SampleDesc.Quality = 0; |
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; |
||||
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; |
||||
sd.Scaling = DXGI_SCALING_STRETCH; |
||||
sd.Stereo = FALSE; |
||||
} |
||||
|
||||
UINT createDeviceFlags = 0; |
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel; |
||||
featureLevel = D3D_FEATURE_LEVEL_11_0; |
||||
if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG) |
||||
{ |
||||
ID3D12Debug* dx12Debug = NULL; |
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) |
||||
{ |
||||
dx12Debug->EnableDebugLayer(); |
||||
dx12Debug->Release(); |
||||
} |
||||
} |
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) |
||||
return E_FAIL; |
||||
|
||||
{ |
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {}; |
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; |
||||
desc.NumDescriptors = NUM_BACK_BUFFERS; |
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; |
||||
desc.NodeMask = 1; |
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) |
||||
return E_FAIL; |
||||
|
||||
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); |
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); |
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) { |
||||
g_mainRenderTargetDescriptor[i] = rtvHandle; |
||||
rtvHandle.ptr += rtvDescriptorSize; |
||||
} |
||||
} |
||||
|
||||
{ |
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {}; |
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; |
||||
desc.NumDescriptors = 1; |
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; |
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) |
||||
return E_FAIL; |
||||
} |
||||
|
||||
{ |
||||
D3D12_COMMAND_QUEUE_DESC desc = {}; |
||||
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
||||
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
||||
desc.NodeMask = 1; |
||||
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) |
||||
return E_FAIL; |
||||
} |
||||
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i) |
||||
{ |
||||
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) |
||||
return E_FAIL; |
||||
} |
||||
|
||||
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || |
||||
g_pd3dCommandList->Close() != S_OK) |
||||
return E_FAIL; |
||||
|
||||
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) |
||||
return E_FAIL; |
||||
|
||||
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); |
||||
if (g_fenceEvent == NULL) |
||||
return E_FAIL; |
||||
|
||||
{ |
||||
IDXGIFactory4* dxgiFactory = NULL; |
||||
IDXGISwapChain1* swapChain1 = NULL; |
||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || |
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || |
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) |
||||
return E_FAIL; |
||||
swapChain1->Release(); |
||||
dxgiFactory->Release(); |
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); |
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); |
||||
} |
||||
|
||||
CreateRenderTarget(); |
||||
|
||||
return S_OK; |
||||
} |
||||
|
||||
void CleanupDeviceD3D() |
||||
{ |
||||
CleanupRenderTarget(); |
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } |
||||
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } |
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i) |
||||
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } |
||||
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } |
||||
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } |
||||
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } |
||||
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } |
||||
if (g_fence) { g_fence->Release(); g_fence = NULL; } |
||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } |
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } |
||||
} |
||||
|
||||
extern LRESULT ImGui_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(); |
||||
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam)); |
||||
CreateRenderTarget(); |
||||
ImGui_ImplDX12_CreateDeviceObjects(); |
||||
} |
||||
return 0; |
||||
case WM_SYSCOMMAND: |
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0; |
||||
break; |
||||
case WM_DESTROY: |
||||
PostQuitMessage(0); |
||||
return 0; |
||||
} |
||||
return DefWindowProc(hWnd, msg, wParam, lParam); |
||||
} |
||||
|
||||
int main(int, char**) |
||||
{ |
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, 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, |
||||
DXGI_FORMAT_R8G8B8A8_UNORM, |
||||
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; |
||||
} |
||||
ImGui_ImplDX12_NewFrame(g_pd3dCommandList); |
||||
|
||||
// 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::Begin("Another Window", &show_another_window); |
||||
ImGui::Text("Hello from another window!"); |
||||
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), ImGuiCond_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(); |
||||
frameCtxt->CommandAllocator->Reset(); |
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {}; |
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
||||
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; |
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; |
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; |
||||
|
||||
g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL); |
||||
g_pd3dCommandList->ResourceBarrier(1, &barrier); |
||||
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_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); |
||||
g_pd3dCommandList->Close(); |
||||
|
||||
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList); |
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
|
||||
auto fenceValue = g_fenceLastSignalledValue + 1; |
||||
g_pd3dCommandQueue->Signal(g_fence, fenceValue); |
||||
g_fenceLastSignalledValue = fenceValue; |
||||
frameCtxt->FenceValue = fenceValue; |
||||
} |
||||
|
||||
ImGui_ImplDX12_Shutdown(); |
||||
CleanupDeviceD3D(); |
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance); |
||||
|
||||
return 0; |
||||
} |
Loading…
Reference in New Issue