You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
962 lines
40 KiB
962 lines
40 KiB
// dear imgui: Renderer for DirectX12 |
|
// This needs to be used along with a Platform Binding (e.g. Win32) |
|
|
|
// Implemented features: |
|
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! |
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. |
|
// [X] Renderer: Multi-viewport. |
|
// Missing features, issues: |
|
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301 |
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. |
|
// https://github.com/ocornut/imgui |
|
|
|
// CHANGELOG |
|
// (minor and older changes stripped away, please see git history for details) |
|
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
|
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
|
// 2019-03-29: Misc: Various minor tidying up. |
|
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). |
|
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
|
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). |
|
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. |
|
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). |
|
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. |
|
|
|
#include "imgui.h" |
|
#include "imgui_impl_dx12.h" |
|
|
|
// DirectX |
|
#include <d3d12.h> |
|
#include <dxgi1_4.h> |
|
#include <d3dcompiler.h> |
|
#ifdef _MSC_VER |
|
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. |
|
#endif |
|
|
|
// DirectX data |
|
static ID3D12Device* g_pd3dDevice = NULL; |
|
static ID3D10Blob* g_pVertexShaderBlob = NULL; |
|
static ID3D10Blob* g_pPixelShaderBlob = NULL; |
|
static ID3D12RootSignature* g_pRootSignature = NULL; |
|
static ID3D12PipelineState* g_pPipelineState = NULL; |
|
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; |
|
static ID3D12Resource* g_pFontTextureResource = NULL; |
|
static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; |
|
static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; |
|
|
|
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL; |
|
|
|
struct FrameResources |
|
{ |
|
ID3D12Resource* IndexBuffer; |
|
ID3D12Resource* VertexBuffer; |
|
int IndexBufferSize; |
|
int VertexBufferSize; |
|
}; |
|
|
|
static UINT g_numFramesInFlight = 0; |
|
|
|
struct FrameContext |
|
{ |
|
ID3D12CommandAllocator* CommandAllocator; |
|
UINT64 FenceValue; |
|
ID3D12Resource* RenderTarget; |
|
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; |
|
}; |
|
|
|
struct ImGuiViewportDataDx12 |
|
{ |
|
ID3D12CommandQueue* CommandQueue; |
|
ID3D12GraphicsCommandList* CommandList; |
|
|
|
ID3D12DescriptorHeap* RtvDescHeap; |
|
IDXGISwapChain3* SwapChain; |
|
|
|
ID3D12Fence* Fence; |
|
UINT64 FenceSignaledValue; |
|
HANDLE FenceEvent; |
|
|
|
FrameContext* FrameCtx; |
|
FrameResources* Resources; |
|
|
|
UINT FrameIndex; |
|
|
|
ImGuiViewportDataDx12() |
|
{ |
|
CommandQueue = NULL; |
|
CommandList = NULL; |
|
|
|
RtvDescHeap = NULL; |
|
SwapChain = NULL; |
|
FenceSignaledValue = 0; |
|
Fence = NULL; |
|
FenceEvent = NULL; |
|
FrameIndex = UINT_MAX; |
|
|
|
FrameCtx = new FrameContext[g_numFramesInFlight]; |
|
Resources = new FrameResources[g_numFramesInFlight]; |
|
|
|
for (UINT i = 0; i < g_numFramesInFlight; ++i) |
|
{ |
|
FrameCtx[i].CommandAllocator = NULL; |
|
FrameCtx[i].RenderTarget = NULL; |
|
|
|
// Create buffers with a default size (they will later be grown as needed) |
|
Resources[i].IndexBuffer = NULL; |
|
Resources[i].VertexBuffer = NULL; |
|
Resources[i].VertexBufferSize = 5000; |
|
Resources[i].IndexBufferSize = 10000; |
|
} |
|
|
|
} |
|
~ImGuiViewportDataDx12() |
|
{ |
|
IM_ASSERT(CommandQueue == NULL && CommandList == NULL); |
|
IM_ASSERT(RtvDescHeap == NULL); |
|
IM_ASSERT(SwapChain == NULL); |
|
IM_ASSERT(Fence == NULL); |
|
IM_ASSERT(FenceEvent == NULL); |
|
|
|
for (UINT i = 0; i < g_numFramesInFlight; ++i) |
|
{ |
|
IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL); |
|
IM_ASSERT(Resources[i].IndexBuffer == NULL && Resources[i].VertexBuffer == NULL); |
|
} |
|
|
|
delete[] FrameCtx; FrameCtx = NULL; |
|
delete[] Resources; Resources = NULL; |
|
} |
|
}; |
|
|
|
struct VERTEX_CONSTANT_BUFFER |
|
{ |
|
float mvp[4][4]; |
|
}; |
|
|
|
// Forward Declarations |
|
static void ImGui_ImplDX12_InitPlatformInterface(); |
|
static void ImGui_ImplDX12_ShutdownPlatformInterface(); |
|
|
|
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr) |
|
{ |
|
// Setup orthographic projection matrix into our constant buffer |
|
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). |
|
VERTEX_CONSTANT_BUFFER vertex_constant_buffer; |
|
{ |
|
float L = draw_data->DisplayPos.x; |
|
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
|
float T = draw_data->DisplayPos.y; |
|
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
|
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(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); |
|
} |
|
|
|
// Setup viewport |
|
D3D12_VIEWPORT vp; |
|
memset(&vp, 0, sizeof(D3D12_VIEWPORT)); |
|
vp.Width = draw_data->DisplaySize.x; |
|
vp.Height = draw_data->DisplaySize.y; |
|
vp.MinDepth = 0.0f; |
|
vp.MaxDepth = 1.0f; |
|
vp.TopLeftX = vp.TopLeftY = 0.0f; |
|
ctx->RSSetViewports(1, &vp); |
|
|
|
// Bind shader and vertex buffers |
|
unsigned int stride = sizeof(ImDrawVert); |
|
unsigned int offset = 0; |
|
D3D12_VERTEX_BUFFER_VIEW vbv; |
|
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); |
|
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; |
|
vbv.SizeInBytes = fr->VertexBufferSize * stride; |
|
vbv.StrideInBytes = stride; |
|
ctx->IASetVertexBuffers(0, 1, &vbv); |
|
D3D12_INDEX_BUFFER_VIEW ibv; |
|
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); |
|
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); |
|
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); |
|
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; |
|
ctx->IASetIndexBuffer(&ibv); |
|
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
|
ctx->SetPipelineState(g_pPipelineState); |
|
ctx->SetGraphicsRootSignature(g_pRootSignature); |
|
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); |
|
|
|
// Setup blend factor |
|
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
|
ctx->OMSetBlendFactor(blend_factor); |
|
} |
|
|
|
// Render function |
|
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) |
|
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) |
|
{ |
|
// Avoid rendering when minimized |
|
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
|
return; |
|
|
|
ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData; |
|
render_data->FrameIndex++; |
|
FrameResources* fr = &render_data->Resources[render_data->FrameIndex % g_numFramesInFlight]; |
|
|
|
// Create and grow vertex/index buffers if needed |
|
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) |
|
{ |
|
if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } |
|
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
|
D3D12_HEAP_PROPERTIES props; |
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
|
props.Type = D3D12_HEAP_TYPE_UPLOAD; |
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
|
D3D12_RESOURCE_DESC desc; |
|
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); |
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
|
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); |
|
desc.Height = 1; |
|
desc.DepthOrArraySize = 1; |
|
desc.MipLevels = 1; |
|
desc.Format = DXGI_FORMAT_UNKNOWN; |
|
desc.SampleDesc.Count = 1; |
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
|
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) |
|
return; |
|
} |
|
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) |
|
{ |
|
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } |
|
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
|
D3D12_HEAP_PROPERTIES props; |
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
|
props.Type = D3D12_HEAP_TYPE_UPLOAD; |
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
|
D3D12_RESOURCE_DESC desc; |
|
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); |
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
|
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); |
|
desc.Height = 1; |
|
desc.DepthOrArraySize = 1; |
|
desc.MipLevels = 1; |
|
desc.Format = DXGI_FORMAT_UNKNOWN; |
|
desc.SampleDesc.Count = 1; |
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
|
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) |
|
return; |
|
} |
|
|
|
// Upload vertex/index data into a single contiguous GPU buffer |
|
void* vtx_resource, *idx_resource; |
|
D3D12_RANGE range; |
|
memset(&range, 0, sizeof(D3D12_RANGE)); |
|
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) |
|
return; |
|
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) |
|
return; |
|
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; |
|
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; |
|
for (int n = 0; n < draw_data->CmdListsCount; n++) |
|
{ |
|
const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
|
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
|
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
|
vtx_dst += cmd_list->VtxBuffer.Size; |
|
idx_dst += cmd_list->IdxBuffer.Size; |
|
} |
|
fr->VertexBuffer->Unmap(0, &range); |
|
fr->IndexBuffer->Unmap(0, &range); |
|
|
|
// Setup desired DX state |
|
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); |
|
|
|
// Render command lists |
|
// (Because we merged all buffers into a single one, we maintain our own offset into them) |
|
int global_vtx_offset = 0; |
|
int global_idx_offset = 0; |
|
ImVec2 clip_off = draw_data->DisplayPos; |
|
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 != NULL) |
|
{ |
|
// User callback, registered via ImDrawList::AddCallback() |
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
|
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
|
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); |
|
else |
|
pcmd->UserCallback(cmd_list, pcmd); |
|
} |
|
else |
|
{ |
|
// Apply Scissor, Bind texture, Draw |
|
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; |
|
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); |
|
ctx->RSSetScissorRects(1, &r); |
|
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); |
|
} |
|
} |
|
global_idx_offset += cmd_list->IdxBuffer.Size; |
|
global_vtx_offset += cmd_list->VtxBuffer.Size; |
|
} |
|
} |
|
|
|
static void ImGui_ImplDX12_CreateFontsTexture() |
|
{ |
|
// Build texture atlas |
|
ImGuiIO& io = ImGui::GetIO(); |
|
unsigned char* pixels; |
|
int width, height; |
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
|
|
|
// Upload texture to graphics system |
|
{ |
|
D3D12_HEAP_PROPERTIES props; |
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
|
props.Type = D3D12_HEAP_TYPE_DEFAULT; |
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
|
|
|
D3D12_RESOURCE_DESC desc; |
|
ZeroMemory(&desc, sizeof(desc)); |
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; |
|
desc.Alignment = 0; |
|
desc.Width = width; |
|
desc.Height = height; |
|
desc.DepthOrArraySize = 1; |
|
desc.MipLevels = 1; |
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
desc.SampleDesc.Count = 1; |
|
desc.SampleDesc.Quality = 0; |
|
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; |
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
|
|
|
ID3D12Resource* pTexture = NULL; |
|
g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
|
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); |
|
|
|
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); |
|
UINT uploadSize = height * uploadPitch; |
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
|
desc.Alignment = 0; |
|
desc.Width = uploadSize; |
|
desc.Height = 1; |
|
desc.DepthOrArraySize = 1; |
|
desc.MipLevels = 1; |
|
desc.Format = DXGI_FORMAT_UNKNOWN; |
|
desc.SampleDesc.Count = 1; |
|
desc.SampleDesc.Quality = 0; |
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
|
|
|
props.Type = D3D12_HEAP_TYPE_UPLOAD; |
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
|
|
|
ID3D12Resource* uploadBuffer = NULL; |
|
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
void* mapped = NULL; |
|
D3D12_RANGE range = { 0, uploadSize }; |
|
hr = uploadBuffer->Map(0, &range, &mapped); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
for (int y = 0; y < height; y++) |
|
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); |
|
uploadBuffer->Unmap(0, &range); |
|
|
|
D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; |
|
srcLocation.pResource = uploadBuffer; |
|
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
|
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
srcLocation.PlacedFootprint.Footprint.Width = width; |
|
srcLocation.PlacedFootprint.Footprint.Height = height; |
|
srcLocation.PlacedFootprint.Footprint.Depth = 1; |
|
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; |
|
|
|
D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; |
|
dstLocation.pResource = pTexture; |
|
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
|
dstLocation.SubresourceIndex = 0; |
|
|
|
D3D12_RESOURCE_BARRIER barrier = {}; |
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
|
barrier.Transition.pResource = pTexture; |
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; |
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
|
|
|
ID3D12Fence* fence = NULL; |
|
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
HANDLE event = CreateEvent(0, 0, 0, 0); |
|
IM_ASSERT(event != NULL); |
|
|
|
D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
|
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
|
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
|
queueDesc.NodeMask = 1; |
|
|
|
ID3D12CommandQueue* cmdQueue = NULL; |
|
hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
ID3D12CommandAllocator* cmdAlloc = NULL; |
|
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
ID3D12GraphicsCommandList* cmdList = NULL; |
|
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); |
|
cmdList->ResourceBarrier(1, &barrier); |
|
|
|
hr = cmdList->Close(); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); |
|
hr = cmdQueue->Signal(fence, 1); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
fence->SetEventOnCompletion(1, event); |
|
WaitForSingleObject(event, INFINITE); |
|
|
|
cmdList->Release(); |
|
cmdAlloc->Release(); |
|
cmdQueue->Release(); |
|
CloseHandle(event); |
|
fence->Release(); |
|
uploadBuffer->Release(); |
|
|
|
// Create texture view |
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; |
|
ZeroMemory(&srvDesc, sizeof(srvDesc)); |
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; |
|
srvDesc.Texture2D.MipLevels = desc.MipLevels; |
|
srvDesc.Texture2D.MostDetailedMip = 0; |
|
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; |
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); |
|
if (g_pFontTextureResource != NULL) |
|
g_pFontTextureResource->Release(); |
|
g_pFontTextureResource = pTexture; |
|
} |
|
|
|
// Store our identifier |
|
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); |
|
io.Fonts->TexID = (ImTextureID)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, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, 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; |
|
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
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; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. |
|
} |
|
|
|
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, |
|
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) |
|
{ |
|
// Setup back-end capabilities flags |
|
ImGuiIO& io = ImGui::GetIO(); |
|
io.BackendRendererName = "imgui_impl_dx12"; |
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) // FIXME-VIEWPORT: Actually unfinished.. |
|
|
|
g_pd3dDevice = device; |
|
g_RTVFormat = rtv_format; |
|
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; |
|
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; |
|
g_numFramesInFlight = num_frames_in_flight; |
|
g_pd3dSrvDescHeap = cbv_srv_heap; |
|
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
|
main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12); |
|
|
|
// Setup back-end capabilities flags |
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) |
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
|
ImGui_ImplDX12_InitPlatformInterface(); |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_ImplDX12_Shutdown() |
|
{ |
|
ImGui_ImplDX12_ShutdownPlatformInterface(); |
|
ImGui_ImplDX12_InvalidateDeviceObjects(); |
|
|
|
g_pd3dDevice = NULL; |
|
g_hFontSrvCpuDescHandle.ptr = 0; |
|
g_hFontSrvGpuDescHandle.ptr = 0; |
|
g_numFramesInFlight = 0; |
|
g_pd3dSrvDescHeap = NULL; |
|
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
|
if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData) |
|
IM_DELETE(data); |
|
main_viewport->RendererUserData = NULL; |
|
} |
|
|
|
void ImGui_ImplDX12_NewFrame() |
|
{ |
|
if (!g_pPipelineState) |
|
ImGui_ImplDX12_CreateDeviceObjects(); |
|
} |
|
|
|
//-------------------------------------------------------------------------------------------------------- |
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
|
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. |
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
|
//-------------------------------------------------------------------------------------------------------- |
|
|
|
static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) |
|
{ |
|
ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)(); |
|
viewport->RendererUserData = data; |
|
|
|
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). |
|
// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND. |
|
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; |
|
IM_ASSERT(hwnd != 0); |
|
|
|
data->FrameIndex = UINT_MAX; |
|
|
|
// Create command queue. |
|
D3D12_COMMAND_QUEUE_DESC queue_desc = {}; |
|
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
|
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
|
|
|
HRESULT res = S_OK; |
|
res = g_pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue)); |
|
IM_ASSERT(res == S_OK); |
|
|
|
// Create command allocator. |
|
for (UINT i = 0; i < g_numFramesInFlight; ++i) |
|
{ |
|
res = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator)); |
|
IM_ASSERT(res == S_OK); |
|
} |
|
|
|
// Create command list. |
|
res = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList)); |
|
IM_ASSERT(res == S_OK); |
|
data->CommandList->Close(); |
|
|
|
// Create fence. |
|
res = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence)); |
|
IM_ASSERT(res == S_OK); |
|
|
|
data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); |
|
IM_ASSERT(data->FenceEvent != NULL); |
|
|
|
// Create swap chain |
|
DXGI_SWAP_CHAIN_DESC1 sd1; |
|
ZeroMemory(&sd1, sizeof(sd1)); |
|
sd1.BufferCount = g_numFramesInFlight; |
|
sd1.Width = (UINT)viewport->Size.x; |
|
sd1.Height = (UINT)viewport->Size.y; |
|
sd1.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
|
sd1.SampleDesc.Count = 1; |
|
sd1.SampleDesc.Quality = 0; |
|
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; |
|
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; |
|
sd1.Scaling = DXGI_SCALING_STRETCH; |
|
sd1.Stereo = FALSE; |
|
|
|
IM_ASSERT(data->SwapChain == NULL); |
|
IM_ASSERT(data->FrameCtx[0].RenderTarget == NULL && data->FrameCtx[1].RenderTarget == NULL && data->FrameCtx[2].RenderTarget == NULL); |
|
|
|
IDXGIFactory4* dxgi_factory = nullptr; |
|
res = CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); |
|
IM_ASSERT(res == S_OK); |
|
|
|
IDXGISwapChain1* swap_chain = nullptr; |
|
res = dxgi_factory->CreateSwapChainForHwnd(data->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain); |
|
IM_ASSERT(res == S_OK); |
|
|
|
dxgi_factory->Release(); |
|
|
|
// Or swapChain.As(&mSwapChain) |
|
swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain)); |
|
|
|
// Create the render targets |
|
if (data->SwapChain) |
|
{ |
|
D3D12_DESCRIPTOR_HEAP_DESC desc = {}; |
|
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; |
|
desc.NumDescriptors = g_numFramesInFlight; |
|
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; |
|
desc.NodeMask = 1; |
|
|
|
IM_ASSERT(g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap)) == S_OK); |
|
|
|
SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); |
|
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); |
|
for (UINT i = 0; i < g_numFramesInFlight; i++) |
|
{ |
|
data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; |
|
rtv_handle.ptr += rtv_descriptor_size; |
|
} |
|
|
|
ID3D12Resource* back_buffer; |
|
for (UINT i = 0; i < g_numFramesInFlight; i++) |
|
{ |
|
data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); |
|
g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors); |
|
data->FrameCtx[i].RenderTarget = back_buffer; |
|
} |
|
} |
|
|
|
for (UINT i = 0; i < g_numFramesInFlight; i++) |
|
{ |
|
if (data->Resources[i].IndexBuffer) { data->Resources[i].VertexBuffer->Release(); data->Resources[i].IndexBuffer = NULL; } |
|
if (data->Resources[i].VertexBuffer) { data->Resources[i].VertexBuffer->Release(); data->Resources[i].VertexBuffer = NULL; } |
|
} |
|
} |
|
|
|
template<typename D12Resource> |
|
void SafeRelease(D12Resource*& res) |
|
{ |
|
if (res) |
|
res->Release(); |
|
res = NULL; |
|
} |
|
|
|
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) |
|
{ |
|
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it. |
|
if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData) |
|
{ |
|
SafeRelease(data->CommandQueue); |
|
SafeRelease(data->CommandList); |
|
SafeRelease(data->SwapChain); |
|
SafeRelease(data->RtvDescHeap); |
|
SafeRelease(data->Fence); |
|
CloseHandle(data->FenceEvent); data->FenceEvent = NULL; |
|
|
|
for (UINT i = 0; i < g_numFramesInFlight; i++) |
|
{ |
|
SafeRelease(data->FrameCtx[i].RenderTarget); |
|
SafeRelease(data->FrameCtx[i].CommandAllocator); |
|
SafeRelease(data->Resources[i].IndexBuffer); |
|
SafeRelease(data->Resources[i].VertexBuffer); |
|
} |
|
|
|
IM_DELETE(data); |
|
} |
|
viewport->RendererUserData = NULL; |
|
} |
|
|
|
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
|
{ |
|
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData; |
|
|
|
for (UINT i = 0; i < g_numFramesInFlight; i++) |
|
{ |
|
SafeRelease(data->FrameCtx[i].RenderTarget); |
|
} |
|
|
|
if (data->SwapChain) |
|
{ |
|
ID3D12Resource* back_buffer = NULL; |
|
data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); |
|
for (UINT i = 0; i < g_numFramesInFlight; i++) |
|
{ |
|
data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); |
|
g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors); |
|
data->FrameCtx[i].RenderTarget = back_buffer; |
|
} |
|
} |
|
} |
|
|
|
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) |
|
{ |
|
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData; |
|
|
|
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); |
|
|
|
//-- |
|
FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight]; |
|
|
|
UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex(); |
|
D3D12_RESOURCE_BARRIER barrier = {}; |
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
|
barrier.Transition.pResource = data->FrameCtx[back_buffer_idx].RenderTarget; |
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; |
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; |
|
|
|
//-- draw |
|
ID3D12GraphicsCommandList* cmd_list = data->CommandList; |
|
|
|
frame_context->CommandAllocator->Reset(); |
|
cmd_list->Reset(frame_context->CommandAllocator, NULL); |
|
cmd_list->ResourceBarrier(1, &barrier); |
|
cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL); |
|
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) |
|
cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL); |
|
cmd_list->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); |
|
|
|
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); |
|
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; |
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; |
|
cmd_list->ResourceBarrier(1, &barrier); |
|
cmd_list->Close(); |
|
|
|
//-- |
|
data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue); |
|
//-- |
|
data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); |
|
//-- |
|
data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue); |
|
} |
|
|
|
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) |
|
{ |
|
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData; |
|
|
|
data->SwapChain->Present(0, 0); |
|
|
|
while (data->Fence->GetCompletedValue() < data->FenceSignaledValue) |
|
{ |
|
SwitchToThread(); |
|
} |
|
} |
|
|
|
void ImGui_ImplDX12_InitPlatformInterface() |
|
{ |
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
|
platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; |
|
platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; |
|
platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; |
|
platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; |
|
platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; |
|
} |
|
|
|
void ImGui_ImplDX12_ShutdownPlatformInterface() |
|
{ |
|
ImGui::DestroyPlatformWindows(); |
|
}
|
|
|