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477 lines
19 KiB
477 lines
19 KiB
// dear imgui: standalone example application for DirectX 12 |
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// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. |
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) |
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#include "imgui.h" |
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#include "imgui_impl_win32.h" |
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#include "imgui_impl_dx12.h" |
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#include <d3d12.h> |
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#include <dxgi1_4.h> |
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#include <tchar.h> |
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#ifdef _DEBUG |
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#define DX12_ENABLE_DEBUG_LAYER |
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#endif |
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#ifdef DX12_ENABLE_DEBUG_LAYER |
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#include <dxgidebug.h> |
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#pragma comment(lib, "dxguid.lib") |
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#endif |
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struct FrameContext |
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{ |
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ID3D12CommandAllocator* CommandAllocator; |
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UINT64 FenceValue; |
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}; |
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// Data |
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static int const NUM_FRAMES_IN_FLIGHT = 3; |
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static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; |
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static UINT g_frameIndex = 0; |
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static int const NUM_BACK_BUFFERS = 3; |
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static ID3D12Device* g_pd3dDevice = NULL; |
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static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL; |
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static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL; |
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static ID3D12CommandQueue* g_pd3dCommandQueue = NULL; |
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static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; |
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static ID3D12Fence* g_fence = NULL; |
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static HANDLE g_fenceEvent = NULL; |
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static UINT64 g_fenceLastSignaledValue = 0; |
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static IDXGISwapChain3* g_pSwapChain = NULL; |
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static HANDLE g_hSwapChainWaitableObject = NULL; |
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static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; |
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static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; |
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// Forward declarations of helper functions |
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bool CreateDeviceD3D(HWND hWnd); |
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void CleanupDeviceD3D(); |
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void CreateRenderTarget(); |
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void CleanupRenderTarget(); |
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void WaitForLastSubmittedFrame(); |
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FrameContext* WaitForNextFrameResources(); |
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void ResizeSwapChain(HWND hWnd, int width, int height); |
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
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// Main code |
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int main(int, char**) |
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{ |
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// Create application window |
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//ImGui_ImplWin32_EnableDpiAwareness(); |
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; |
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::RegisterClassEx(&wc); |
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HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
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// Initialize Direct3D |
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if (!CreateDeviceD3D(hwnd)) |
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{ |
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CleanupDeviceD3D(); |
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::UnregisterClass(wc.lpszClassName, wc.hInstance); |
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return 1; |
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} |
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// Show the window |
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::ShowWindow(hwnd, SW_SHOWDEFAULT); |
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::UpdateWindow(hwnd); |
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// Setup Dear ImGui context |
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
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// Setup Dear ImGui style |
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsClassic(); |
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// Setup Platform/Renderer backends |
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ImGui_ImplWin32_Init(hwnd); |
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ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, |
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DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, |
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), |
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g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); |
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// Load Fonts |
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. |
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). |
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. |
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// - Read 'docs/FONTS.md' for more instructions and details. |
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
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//io.Fonts->AddFontDefault(); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); |
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); |
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//IM_ASSERT(font != NULL); |
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// Our state |
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bool show_demo_window = true; |
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bool show_another_window = false; |
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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// Main loop |
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MSG msg; |
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ZeroMemory(&msg, sizeof(msg)); |
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while (msg.message != WM_QUIT) |
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{ |
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// Poll and handle messages (inputs, window resize, etc.) |
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
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if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) |
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{ |
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::TranslateMessage(&msg); |
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::DispatchMessage(&msg); |
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continue; |
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} |
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// Start the Dear ImGui frame |
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ImGui_ImplDX12_NewFrame(); |
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ImGui_ImplWin32_NewFrame(); |
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ImGui::NewFrame(); |
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). |
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if (show_demo_window) |
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ImGui::ShowDemoWindow(&show_demo_window); |
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. |
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{ |
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static float f = 0.0f; |
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static int counter = 0; |
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
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ImGui::Checkbox("Another Window", &show_another_window); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
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counter++; |
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ImGui::SameLine(); |
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ImGui::Text("counter = %d", counter); |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
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ImGui::End(); |
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} |
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// 3. Show another simple window. |
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if (show_another_window) |
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{ |
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) |
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// Rendering |
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FrameContext* frameCtxt = WaitForNextFrameResources(); |
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UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); |
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frameCtxt->CommandAllocator->Reset(); |
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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 = g_mainRenderTargetResource[backBufferIdx]; |
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; |
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; |
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g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL); |
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g_pd3dCommandList->ResourceBarrier(1, &barrier); |
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g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL); |
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g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); |
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g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); |
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ImGui::Render(); |
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); |
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; |
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; |
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g_pd3dCommandList->ResourceBarrier(1, &barrier); |
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g_pd3dCommandList->Close(); |
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g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); |
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g_pSwapChain->Present(1, 0); // Present with vsync |
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//g_pSwapChain->Present(0, 0); // Present without vsync |
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UINT64 fenceValue = g_fenceLastSignaledValue + 1; |
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g_pd3dCommandQueue->Signal(g_fence, fenceValue); |
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g_fenceLastSignaledValue = fenceValue; |
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frameCtxt->FenceValue = fenceValue; |
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} |
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WaitForLastSubmittedFrame(); |
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ImGui_ImplDX12_Shutdown(); |
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ImGui_ImplWin32_Shutdown(); |
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ImGui::DestroyContext(); |
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CleanupDeviceD3D(); |
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::DestroyWindow(hwnd); |
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::UnregisterClass(wc.lpszClassName, wc.hInstance); |
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return 0; |
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} |
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// Helper functions |
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bool CreateDeviceD3D(HWND hWnd) |
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{ |
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// Setup swap chain |
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DXGI_SWAP_CHAIN_DESC1 sd; |
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{ |
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ZeroMemory(&sd, sizeof(sd)); |
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sd.BufferCount = NUM_BACK_BUFFERS; |
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sd.Width = 0; |
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sd.Height = 0; |
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sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; |
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
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sd.SampleDesc.Count = 1; |
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sd.SampleDesc.Quality = 0; |
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sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; |
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sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; |
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sd.Scaling = DXGI_SCALING_STRETCH; |
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sd.Stereo = FALSE; |
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} |
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// [DEBUG] Enable debug interface |
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#ifdef DX12_ENABLE_DEBUG_LAYER |
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ID3D12Debug* pdx12Debug = NULL; |
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug)))) |
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pdx12Debug->EnableDebugLayer(); |
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#endif |
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// Create device |
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D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; |
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if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) |
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return false; |
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// [DEBUG] Setup debug interface to break on any warnings/errors |
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#ifdef DX12_ENABLE_DEBUG_LAYER |
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if (pdx12Debug != NULL) |
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{ |
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ID3D12InfoQueue* pInfoQueue = NULL; |
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g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue)); |
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true); |
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true); |
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true); |
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pInfoQueue->Release(); |
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pdx12Debug->Release(); |
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} |
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#endif |
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{ |
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D3D12_DESCRIPTOR_HEAP_DESC desc = {}; |
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; |
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desc.NumDescriptors = NUM_BACK_BUFFERS; |
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; |
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desc.NodeMask = 1; |
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if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) |
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return false; |
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SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); |
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); |
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) |
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{ |
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g_mainRenderTargetDescriptor[i] = rtvHandle; |
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rtvHandle.ptr += rtvDescriptorSize; |
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} |
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} |
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{ |
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D3D12_DESCRIPTOR_HEAP_DESC desc = {}; |
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; |
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desc.NumDescriptors = 1; |
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; |
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if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) |
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return false; |
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} |
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{ |
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D3D12_COMMAND_QUEUE_DESC desc = {}; |
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desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
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desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
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desc.NodeMask = 1; |
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if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) |
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return false; |
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} |
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for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) |
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if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) |
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return false; |
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if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || |
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g_pd3dCommandList->Close() != S_OK) |
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return false; |
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if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) |
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return false; |
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g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); |
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if (g_fenceEvent == NULL) |
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return false; |
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{ |
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IDXGIFactory4* dxgiFactory = NULL; |
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IDXGISwapChain1* swapChain1 = NULL; |
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if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || |
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dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || |
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swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) |
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return false; |
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swapChain1->Release(); |
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dxgiFactory->Release(); |
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g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); |
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g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); |
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} |
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CreateRenderTarget(); |
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return true; |
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} |
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void CleanupDeviceD3D() |
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{ |
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CleanupRenderTarget(); |
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if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } |
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if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } |
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for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) |
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if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } |
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if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } |
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if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } |
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if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } |
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if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } |
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if (g_fence) { g_fence->Release(); g_fence = NULL; } |
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if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } |
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } |
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#ifdef DX12_ENABLE_DEBUG_LAYER |
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IDXGIDebug1* pDebug = NULL; |
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if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) |
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{ |
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pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY); |
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pDebug->Release(); |
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} |
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#endif |
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} |
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void CreateRenderTarget() |
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{ |
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) |
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{ |
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ID3D12Resource* pBackBuffer = NULL; |
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g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); |
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); |
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g_mainRenderTargetResource[i] = pBackBuffer; |
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} |
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} |
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void CleanupRenderTarget() |
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{ |
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WaitForLastSubmittedFrame(); |
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) |
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if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } |
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} |
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void WaitForLastSubmittedFrame() |
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{ |
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FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; |
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UINT64 fenceValue = frameCtxt->FenceValue; |
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if (fenceValue == 0) |
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return; // No fence was signaled |
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frameCtxt->FenceValue = 0; |
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if (g_fence->GetCompletedValue() >= fenceValue) |
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return; |
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); |
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WaitForSingleObject(g_fenceEvent, INFINITE); |
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} |
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FrameContext* WaitForNextFrameResources() |
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{ |
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UINT nextFrameIndex = g_frameIndex + 1; |
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g_frameIndex = nextFrameIndex; |
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HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; |
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DWORD numWaitableObjects = 1; |
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FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; |
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UINT64 fenceValue = frameCtxt->FenceValue; |
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if (fenceValue != 0) // means no fence was signaled |
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{ |
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frameCtxt->FenceValue = 0; |
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); |
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waitableObjects[1] = g_fenceEvent; |
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numWaitableObjects = 2; |
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} |
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WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); |
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return frameCtxt; |
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} |
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void ResizeSwapChain(HWND hWnd, int width, int height) |
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{ |
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DXGI_SWAP_CHAIN_DESC1 sd; |
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g_pSwapChain->GetDesc1(&sd); |
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sd.Width = width; |
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sd.Height = height; |
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IDXGIFactory4* dxgiFactory = NULL; |
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g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory)); |
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g_pSwapChain->Release(); |
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CloseHandle(g_hSwapChainWaitableObject); |
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IDXGISwapChain1* swapChain1 = NULL; |
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dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1); |
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swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)); |
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swapChain1->Release(); |
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dxgiFactory->Release(); |
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g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); |
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g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); |
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assert(g_hSwapChainWaitableObject != NULL); |
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} |
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// Forward declare message handler from imgui_impl_win32.cpp |
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extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
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// Win32 message handler |
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
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return true; |
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switch (msg) |
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{ |
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case WM_SIZE: |
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if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) |
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{ |
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WaitForLastSubmittedFrame(); |
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ImGui_ImplDX12_InvalidateDeviceObjects(); |
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CleanupRenderTarget(); |
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ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam)); |
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CreateRenderTarget(); |
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ImGui_ImplDX12_CreateDeviceObjects(); |
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} |
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return 0; |
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case WM_SYSCOMMAND: |
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if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu |
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return 0; |
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break; |
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case WM_DESTROY: |
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::PostQuitMessage(0); |
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return 0; |
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} |
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return ::DefWindowProc(hWnd, msg, wParam, lParam); |
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}
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