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761 lines
35 KiB
761 lines
35 KiB
// dear imgui: Renderer Backend for DirectX12 |
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// This needs to be used along with a Platform Backend (e.g. Win32) |
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// Implemented features: |
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! |
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. |
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. |
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. |
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// To build this on 32-bit systems: |
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// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) |
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// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. |
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// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) |
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// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) |
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
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// Learn about Dear ImGui: |
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// - FAQ https://dearimgui.com/faq |
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// - Getting Started https://dearimgui.com/getting-started |
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
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// - Introduction, links and more at the top of imgui.cpp |
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// CHANGELOG |
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// (minor and older changes stripped away, please see git history for details) |
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). |
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. |
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. |
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. |
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. |
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. |
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
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// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
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// 2019-03-29: Misc: Various minor tidying up. |
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). |
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
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// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). |
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// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. |
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// 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). |
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// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. |
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#include "imgui.h" |
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#ifndef IMGUI_DISABLE |
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#include "imgui_impl_dx12.h" |
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// DirectX |
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#include <d3d12.h> |
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#include <dxgi1_4.h> |
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#include <d3dcompiler.h> |
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#ifdef _MSC_VER |
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. |
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#endif |
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// DirectX data |
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struct ImGui_ImplDX12_RenderBuffers; |
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struct ImGui_ImplDX12_Data |
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{ |
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ID3D12Device* pd3dDevice; |
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ID3D12RootSignature* pRootSignature; |
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ID3D12PipelineState* pPipelineState; |
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DXGI_FORMAT RTVFormat; |
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ID3D12Resource* pFontTextureResource; |
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; |
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; |
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ID3D12DescriptorHeap* pd3dSrvDescHeap; |
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UINT numFramesInFlight; |
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ImGui_ImplDX12_RenderBuffers* pFrameResources; |
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UINT frameIndex; |
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; } |
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}; |
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
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} |
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// Buffers used during the rendering of a frame |
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struct ImGui_ImplDX12_RenderBuffers |
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{ |
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ID3D12Resource* IndexBuffer; |
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ID3D12Resource* VertexBuffer; |
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int IndexBufferSize; |
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int VertexBufferSize; |
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}; |
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struct VERTEX_CONSTANT_BUFFER_DX12 |
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{ |
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float mvp[4][4]; |
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}; |
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// Functions |
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr) |
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{ |
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
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// Setup orthographic projection matrix into our constant buffer |
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). |
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VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; |
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{ |
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float L = draw_data->DisplayPos.x; |
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
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float T = draw_data->DisplayPos.y; |
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
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float mvp[4][4] = |
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{ |
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
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{ 0.0f, 0.0f, 0.5f, 0.0f }, |
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
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}; |
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memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); |
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} |
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// Setup viewport |
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D3D12_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D12_VIEWPORT)); |
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vp.Width = draw_data->DisplaySize.x; |
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vp.Height = draw_data->DisplaySize.y; |
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vp.MinDepth = 0.0f; |
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vp.MaxDepth = 1.0f; |
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vp.TopLeftX = vp.TopLeftY = 0.0f; |
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ctx->RSSetViewports(1, &vp); |
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// Bind shader and vertex buffers |
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unsigned int stride = sizeof(ImDrawVert); |
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unsigned int offset = 0; |
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D3D12_VERTEX_BUFFER_VIEW vbv; |
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memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); |
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vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; |
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vbv.SizeInBytes = fr->VertexBufferSize * stride; |
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vbv.StrideInBytes = stride; |
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ctx->IASetVertexBuffers(0, 1, &vbv); |
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D3D12_INDEX_BUFFER_VIEW ibv; |
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memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); |
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ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); |
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ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); |
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; |
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ctx->IASetIndexBuffer(&ibv); |
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ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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ctx->SetPipelineState(bd->pPipelineState); |
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ctx->SetGraphicsRootSignature(bd->pRootSignature); |
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ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); |
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// Setup blend factor |
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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ctx->OMSetBlendFactor(blend_factor); |
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} |
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template<typename T> |
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static inline void SafeRelease(T*& res) |
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{ |
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if (res) |
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res->Release(); |
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res = nullptr; |
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} |
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// Render function |
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx) |
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{ |
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// Avoid rendering when minimized |
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
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return; |
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// FIXME: I'm assuming that this only gets called once per frame! |
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. |
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
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bd->frameIndex = bd->frameIndex + 1; |
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ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; |
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// Create and grow vertex/index buffers if needed |
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if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) |
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{ |
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SafeRelease(fr->VertexBuffer); |
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
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D3D12_HEAP_PROPERTIES props; |
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
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props.Type = D3D12_HEAP_TYPE_UPLOAD; |
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
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D3D12_RESOURCE_DESC desc; |
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); |
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
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desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); |
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desc.Height = 1; |
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desc.DepthOrArraySize = 1; |
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desc.MipLevels = 1; |
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desc.Format = DXGI_FORMAT_UNKNOWN; |
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desc.SampleDesc.Count = 1; |
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
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desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) |
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return; |
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} |
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if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) |
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{ |
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SafeRelease(fr->IndexBuffer); |
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
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D3D12_HEAP_PROPERTIES props; |
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
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props.Type = D3D12_HEAP_TYPE_UPLOAD; |
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
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D3D12_RESOURCE_DESC desc; |
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); |
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
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desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); |
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desc.Height = 1; |
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desc.DepthOrArraySize = 1; |
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desc.MipLevels = 1; |
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desc.Format = DXGI_FORMAT_UNKNOWN; |
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desc.SampleDesc.Count = 1; |
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
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desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) |
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return; |
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} |
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// Upload vertex/index data into a single contiguous GPU buffer |
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void* vtx_resource, *idx_resource; |
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D3D12_RANGE range; |
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memset(&range, 0, sizeof(D3D12_RANGE)); |
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if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) |
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return; |
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if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) |
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return; |
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; |
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
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vtx_dst += cmd_list->VtxBuffer.Size; |
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idx_dst += cmd_list->IdxBuffer.Size; |
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} |
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fr->VertexBuffer->Unmap(0, &range); |
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fr->IndexBuffer->Unmap(0, &range); |
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// Setup desired DX state |
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); |
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// Render command lists |
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// (Because we merged all buffers into a single one, we maintain our own offset into them) |
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int global_vtx_offset = 0; |
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int global_idx_offset = 0; |
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ImVec2 clip_off = draw_data->DisplayPos; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback != nullptr) |
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{ |
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// User callback, registered via ImDrawList::AddCallback() |
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); |
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else |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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// Project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); |
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); |
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
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continue; |
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// Apply Scissor/clipping rectangle, Bind texture, Draw |
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const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; |
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D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; |
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texture_handle.ptr = (UINT64)pcmd->GetTexID(); |
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ctx->SetGraphicsRootDescriptorTable(1, texture_handle); |
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ctx->RSSetScissorRects(1, &r); |
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); |
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} |
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} |
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global_idx_offset += cmd_list->IdxBuffer.Size; |
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global_vtx_offset += cmd_list->VtxBuffer.Size; |
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} |
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} |
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static void ImGui_ImplDX12_CreateFontsTexture() |
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{ |
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// Build texture atlas |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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// Upload texture to graphics system |
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{ |
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D3D12_HEAP_PROPERTIES props; |
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
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props.Type = D3D12_HEAP_TYPE_DEFAULT; |
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
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D3D12_RESOURCE_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; |
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desc.Alignment = 0; |
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desc.Width = width; |
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desc.Height = height; |
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desc.DepthOrArraySize = 1; |
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desc.MipLevels = 1; |
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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desc.SampleDesc.Count = 1; |
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desc.SampleDesc.Quality = 0; |
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desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; |
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desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
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ID3D12Resource* pTexture = nullptr; |
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bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); |
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UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); |
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UINT uploadSize = height * uploadPitch; |
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
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desc.Alignment = 0; |
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desc.Width = uploadSize; |
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desc.Height = 1; |
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desc.DepthOrArraySize = 1; |
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desc.MipLevels = 1; |
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desc.Format = DXGI_FORMAT_UNKNOWN; |
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desc.SampleDesc.Count = 1; |
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desc.SampleDesc.Quality = 0; |
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
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desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
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props.Type = D3D12_HEAP_TYPE_UPLOAD; |
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
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ID3D12Resource* uploadBuffer = nullptr; |
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HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); |
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IM_ASSERT(SUCCEEDED(hr)); |
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void* mapped = nullptr; |
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D3D12_RANGE range = { 0, uploadSize }; |
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hr = uploadBuffer->Map(0, &range, &mapped); |
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IM_ASSERT(SUCCEEDED(hr)); |
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for (int y = 0; y < height; y++) |
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memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); |
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uploadBuffer->Unmap(0, &range); |
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D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; |
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srcLocation.pResource = uploadBuffer; |
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srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
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srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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srcLocation.PlacedFootprint.Footprint.Width = width; |
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srcLocation.PlacedFootprint.Footprint.Height = height; |
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srcLocation.PlacedFootprint.Footprint.Depth = 1; |
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srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; |
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D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; |
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dstLocation.pResource = pTexture; |
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dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
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dstLocation.SubresourceIndex = 0; |
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D3D12_RESOURCE_BARRIER barrier = {}; |
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
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barrier.Transition.pResource = pTexture; |
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; |
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
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ID3D12Fence* fence = nullptr; |
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hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); |
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IM_ASSERT(SUCCEEDED(hr)); |
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HANDLE event = CreateEvent(0, 0, 0, 0); |
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IM_ASSERT(event != nullptr); |
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D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
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queueDesc.NodeMask = 1; |
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ID3D12CommandQueue* cmdQueue = nullptr; |
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hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); |
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IM_ASSERT(SUCCEEDED(hr)); |
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ID3D12CommandAllocator* cmdAlloc = nullptr; |
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hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); |
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IM_ASSERT(SUCCEEDED(hr)); |
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ID3D12GraphicsCommandList* cmdList = nullptr; |
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hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); |
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IM_ASSERT(SUCCEEDED(hr)); |
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|
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cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); |
|
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; |
|
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle); |
|
SafeRelease(bd->pFontTextureResource); |
|
bd->pFontTextureResource = pTexture; |
|
} |
|
|
|
// Store our identifier |
|
// READ THIS IF THE STATIC_ASSERT() TRIGGERS: |
|
// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. |
|
// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*. |
|
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file) |
|
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like. |
|
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!) |
|
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file) |
|
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); |
|
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr); |
|
} |
|
|
|
bool ImGui_ImplDX12_CreateDeviceObjects() |
|
{ |
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
|
if (!bd || !bd->pd3dDevice) |
|
return false; |
|
if (bd->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; |
|
|
|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. |
|
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; |
|
|
|
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. |
|
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. |
|
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); |
|
if (d3d12_dll == nullptr) |
|
{ |
|
// Attempt to load d3d12.dll from local directories. This will only succeed if |
|
// (1) the current OS is Windows 7, and |
|
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. |
|
// See https://github.com/ocornut/imgui/pull/3696 for details. |
|
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample |
|
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) |
|
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) |
|
break; |
|
|
|
// If failed, we are on Windows >= 10. |
|
if (d3d12_dll == nullptr) |
|
d3d12_dll = ::LoadLibraryA("d3d12.dll"); |
|
|
|
if (d3d12_dll == nullptr) |
|
return false; |
|
} |
|
|
|
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); |
|
if (D3D12SerializeRootSignatureFn == nullptr) |
|
return false; |
|
|
|
ID3DBlob* blob = nullptr; |
|
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) |
|
return false; |
|
|
|
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->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 assign them to psoDesc.VS/PS [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 = bd->pRootSignature; |
|
psoDesc.SampleMask = UINT_MAX; |
|
psoDesc.NumRenderTargets = 1; |
|
psoDesc.RTVFormats[0] = bd->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), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) |
|
return false; // NB: Pass ID3DBlob* 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)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)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), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) |
|
{ |
|
vertexShaderBlob->Release(); |
|
return false; // NB: Pass ID3DBlob* 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_ONE; |
|
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; |
|
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 = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); |
|
vertexShaderBlob->Release(); |
|
pixelShaderBlob->Release(); |
|
if (result_pipeline_state != S_OK) |
|
return false; |
|
|
|
ImGui_ImplDX12_CreateFontsTexture(); |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_ImplDX12_InvalidateDeviceObjects() |
|
{ |
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
|
if (!bd || !bd->pd3dDevice) |
|
return; |
|
|
|
ImGuiIO& io = ImGui::GetIO(); |
|
SafeRelease(bd->pRootSignature); |
|
SafeRelease(bd->pPipelineState); |
|
SafeRelease(bd->pFontTextureResource); |
|
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. |
|
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++) |
|
{ |
|
ImGui_ImplDX12_RenderBuffers* fr = &bd->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) |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
|
|
|
// Setup backend capabilities flags |
|
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); |
|
io.BackendRendererUserData = (void*)bd; |
|
io.BackendRendererName = "imgui_impl_dx12"; |
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
|
|
|
bd->pd3dDevice = device; |
|
bd->RTVFormat = rtv_format; |
|
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle; |
|
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle; |
|
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight]; |
|
bd->numFramesInFlight = num_frames_in_flight; |
|
bd->pd3dSrvDescHeap = cbv_srv_heap; |
|
bd->frameIndex = UINT_MAX; |
|
|
|
// Create buffers with a default size (they will later be grown as needed) |
|
for (int i = 0; i < num_frames_in_flight; i++) |
|
{ |
|
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; |
|
fr->IndexBuffer = nullptr; |
|
fr->VertexBuffer = nullptr; |
|
fr->IndexBufferSize = 10000; |
|
fr->VertexBufferSize = 5000; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_ImplDX12_Shutdown() |
|
{ |
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
|
ImGuiIO& io = ImGui::GetIO(); |
|
|
|
// Clean up windows and device objects |
|
ImGui_ImplDX12_InvalidateDeviceObjects(); |
|
delete[] bd->pFrameResources; |
|
io.BackendRendererName = nullptr; |
|
io.BackendRendererUserData = nullptr; |
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; |
|
IM_DELETE(bd); |
|
} |
|
|
|
void ImGui_ImplDX12_NewFrame() |
|
{ |
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?"); |
|
|
|
if (!bd->pPipelineState) |
|
ImGui_ImplDX12_CreateDeviceObjects(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
|
|
#endif // #ifndef IMGUI_DISABLE
|
|
|