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				| // 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-bit indices. | |
| // 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) | |
| //  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. | |
| //  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 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 = {}; | |
| 
 | |
| struct FrameResources | |
| { | |
|     ID3D12Resource*     IndexBuffer; | |
|     ID3D12Resource*     VertexBuffer; | |
|     int                 IndexBufferSize; | |
|     int                 VertexBufferSize; | |
| }; | |
| static FrameResources*  g_pFrameResources = NULL; | |
| static UINT             g_numFramesInFlight = 0; | |
| static UINT             g_frameIndex = UINT_MAX; | |
| 
 | |
| template<typename T> | |
| static void SafeRelease(T*& res) | |
| { | |
|     if (res) | |
|         res->Release(); | |
|     res = NULL; | |
| } | |
| 
 | |
| struct VERTEX_CONSTANT_BUFFER | |
| { | |
|     float   mvp[4][4]; | |
| }; | |
| 
 | |
| 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; | |
| 
 | |
|     // FIXME: I'm assuming that this only gets called once per frame! | |
|     // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. | |
|     g_frameIndex = g_frameIndex + 1; | |
|     FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; | |
| 
 | |
|     // Create and grow vertex/index buffers if needed | |
|     if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) | |
|     { | |
|         SafeRelease(fr->VertexBuffer); | |
|         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) | |
|     { | |
|         SafeRelease(fr->IndexBuffer); | |
|         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); | |
|         SafeRelease(g_pFontTextureResource); | |
|         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; | |
| 
 | |
|     ID3DBlob* vertexShaderBlob; | |
|     ID3DBlob* pixelShaderBlob; | |
| 
 | |
|     // 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;\ | |
|             }"; | |
| 
 | |
|         if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL))) | |
|             return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! | |
|         psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->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; \ | |
|             }"; | |
| 
 | |
|         if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL))) | |
|         { | |
|             vertexShaderBlob->Release(); | |
|             return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! | |
|         } | |
|         psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->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; | |
|     } | |
| 
 | |
|     HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)); | |
|     vertexShaderBlob->Release(); | |
|     pixelShaderBlob->Release(); | |
|     if (result_pipeline_state != S_OK) | |
|         return false; | |
| 
 | |
|     ImGui_ImplDX12_CreateFontsTexture(); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void    ImGui_ImplDX12_InvalidateDeviceObjects() | |
| { | |
|     if (!g_pd3dDevice) | |
|         return; | |
| 
 | |
|     SafeRelease(g_pRootSignature); | |
|     SafeRelease(g_pPipelineState); | |
|     SafeRelease(g_pFontTextureResource); | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.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++) | |
|     { | |
|         FrameResources* fr = &g_pFrameResources[i]; | |
|         SafeRelease(fr->IndexBuffer); | |
|         SafeRelease(fr->VertexBuffer); | |
|     } | |
| } | |
| 
 | |
| 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. | |
|  | |
|     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; | |
|     IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports) | |
|  | |
|     // Create buffers with a default size (they will later be grown as needed) | |
|     for (int i = 0; i < num_frames_in_flight; i++) | |
|     { | |
|         FrameResources* fr = &g_pFrameResources[i]; | |
|         fr->IndexBuffer = NULL; | |
|         fr->VertexBuffer = NULL; | |
|         fr->IndexBufferSize = 10000; | |
|         fr->VertexBufferSize = 5000; | |
|     } | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplDX12_Shutdown() | |
| { | |
|     ImGui_ImplDX12_InvalidateDeviceObjects(); | |
|     delete[] g_pFrameResources; | |
|     g_pFrameResources = NULL; | |
|     g_pd3dDevice = NULL; | |
|     g_hFontSrvCpuDescHandle.ptr = 0; | |
|     g_hFontSrvGpuDescHandle.ptr = 0; | |
|     g_numFramesInFlight = 0; | |
|     g_frameIndex = UINT_MAX; | |
| } | |
| 
 | |
| void ImGui_ImplDX12_NewFrame() | |
| { | |
|     if (!g_pPipelineState) | |
|         ImGui_ImplDX12_CreateDeviceObjects(); | |
| }
 | |
| 
 |