You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
625 lines
26 KiB
625 lines
26 KiB
// 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 in imgui.cpp. |
|
// 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) |
|
// 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> |
|
|
|
// DirectX data |
|
static ID3D12Device* g_pd3dDevice = NULL; |
|
static ID3D10Blob* g_pVertexShaderBlob = NULL; |
|
static ID3D10Blob* g_pPixelShaderBlob = NULL; |
|
static ID3D12RootSignature* g_pRootSignature = NULL; |
|
static ID3D12PipelineState* g_pPipelineState = NULL; |
|
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; |
|
static ID3D12Resource* g_pFontTextureResource = NULL; |
|
static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; |
|
static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; |
|
|
|
struct FrameResources |
|
{ |
|
ID3D12Resource* IB; |
|
ID3D12Resource* VB; |
|
int VertexBufferSize; |
|
int IndexBufferSize; |
|
}; |
|
static FrameResources* g_pFrameResources = NULL; |
|
static UINT g_numFramesInFlight = 0; |
|
static UINT g_frameIndex = UINT_MAX; |
|
|
|
struct VERTEX_CONSTANT_BUFFER |
|
{ |
|
float mvp[4][4]; |
|
}; |
|
|
|
// 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) |
|
{ |
|
// 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* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; |
|
ID3D12Resource* g_pVB = frameResources->VB; |
|
ID3D12Resource* g_pIB = frameResources->IB; |
|
int g_VertexBufferSize = frameResources->VertexBufferSize; |
|
int g_IndexBufferSize = frameResources->IndexBufferSize; |
|
|
|
// Create and grow vertex/index buffers if needed |
|
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) |
|
{ |
|
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
|
g_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 = g_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(&g_pVB)) < 0) |
|
return; |
|
frameResources->VB = g_pVB; |
|
frameResources->VertexBufferSize = g_VertexBufferSize; |
|
} |
|
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) |
|
{ |
|
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
|
g_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 = g_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(&g_pIB)) < 0) |
|
return; |
|
frameResources->IB = g_pIB; |
|
frameResources->IndexBufferSize = g_IndexBufferSize; |
|
} |
|
|
|
// Copy and convert all vertices into a single contiguous buffer |
|
void* vtx_resource, *idx_resource; |
|
D3D12_RANGE range; |
|
memset(&range, 0, sizeof(D3D12_RANGE)); |
|
if (g_pVB->Map(0, &range, &vtx_resource) != S_OK) |
|
return; |
|
if (g_pIB->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; |
|
} |
|
g_pVB->Unmap(0, &range); |
|
g_pIB->Unmap(0, &range); |
|
|
|
// 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; |
|
{ |
|
VERTEX_CONSTANT_BUFFER* 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(&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 = g_pVB->GetGPUVirtualAddress() + offset; |
|
vbv.SizeInBytes = g_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 = g_pIB->GetGPUVirtualAddress(); |
|
ibv.SizeInBytes = g_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 render state |
|
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
|
ctx->OMSetBlendFactor(blend_factor); |
|
|
|
// Render command lists |
|
int vtx_offset = 0; |
|
int idx_offset = 0; |
|
ImVec2 pos = 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) |
|
{ |
|
pcmd->UserCallback(cmd_list, pcmd); |
|
} |
|
else |
|
{ |
|
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; |
|
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId); |
|
ctx->RSSetScissorRects(1, &r); |
|
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); |
|
} |
|
idx_offset += pcmd->ElemCount; |
|
} |
|
vtx_offset += cmd_list->VtxBuffer.Size; |
|
} |
|
} |
|
|
|
static void ImGui_ImplDX12_CreateFontsTexture() |
|
{ |
|
// Build texture atlas |
|
ImGuiIO& io = ImGui::GetIO(); |
|
unsigned char* pixels; |
|
int width, height; |
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
|
|
|
// Upload texture to graphics system |
|
{ |
|
D3D12_HEAP_PROPERTIES props; |
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); |
|
props.Type = D3D12_HEAP_TYPE_DEFAULT; |
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
|
|
|
D3D12_RESOURCE_DESC desc; |
|
ZeroMemory(&desc, sizeof(desc)); |
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; |
|
desc.Alignment = 0; |
|
desc.Width = width; |
|
desc.Height = height; |
|
desc.DepthOrArraySize = 1; |
|
desc.MipLevels = 1; |
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
desc.SampleDesc.Count = 1; |
|
desc.SampleDesc.Quality = 0; |
|
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; |
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
|
|
|
ID3D12Resource* pTexture = NULL; |
|
g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
|
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture)); |
|
|
|
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); |
|
UINT uploadSize = height * uploadPitch; |
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
|
desc.Alignment = 0; |
|
desc.Width = uploadSize; |
|
desc.Height = 1; |
|
desc.DepthOrArraySize = 1; |
|
desc.MipLevels = 1; |
|
desc.Format = DXGI_FORMAT_UNKNOWN; |
|
desc.SampleDesc.Count = 1; |
|
desc.SampleDesc.Quality = 0; |
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
|
|
|
props.Type = D3D12_HEAP_TYPE_UPLOAD; |
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
|
|
|
ID3D12Resource* uploadBuffer = NULL; |
|
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
void* mapped = NULL; |
|
D3D12_RANGE range = { 0, uploadSize }; |
|
hr = uploadBuffer->Map(0, &range, &mapped); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
for (int y = 0; y < height; y++) |
|
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); |
|
uploadBuffer->Unmap(0, &range); |
|
|
|
D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; |
|
srcLocation.pResource = uploadBuffer; |
|
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
|
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
srcLocation.PlacedFootprint.Footprint.Width = width; |
|
srcLocation.PlacedFootprint.Footprint.Height = height; |
|
srcLocation.PlacedFootprint.Footprint.Depth = 1; |
|
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch; |
|
|
|
D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; |
|
dstLocation.pResource = pTexture; |
|
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
|
dstLocation.SubresourceIndex = 0; |
|
|
|
D3D12_RESOURCE_BARRIER barrier = {}; |
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
|
barrier.Transition.pResource = pTexture; |
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; |
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
|
|
|
ID3D12Fence* fence = NULL; |
|
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
HANDLE event = CreateEvent(0, 0, 0, 0); |
|
IM_ASSERT(event != NULL); |
|
|
|
D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
|
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
|
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
|
queueDesc.NodeMask = 1; |
|
|
|
ID3D12CommandQueue* cmdQueue = NULL; |
|
hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
ID3D12CommandAllocator* cmdAlloc = NULL; |
|
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
ID3D12GraphicsCommandList* cmdList = NULL; |
|
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); |
|
cmdList->ResourceBarrier(1, &barrier); |
|
|
|
hr = cmdList->Close(); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); |
|
hr = cmdQueue->Signal(fence, 1); |
|
IM_ASSERT(SUCCEEDED(hr)); |
|
|
|
fence->SetEventOnCompletion(1, event); |
|
WaitForSingleObject(event, INFINITE); |
|
|
|
cmdList->Release(); |
|
cmdAlloc->Release(); |
|
cmdQueue->Release(); |
|
CloseHandle(event); |
|
fence->Release(); |
|
uploadBuffer->Release(); |
|
|
|
// Create texture view |
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; |
|
ZeroMemory(&srvDesc, sizeof(srvDesc)); |
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; |
|
srvDesc.Texture2D.MipLevels = desc.MipLevels; |
|
srvDesc.Texture2D.MostDetailedMip = 0; |
|
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; |
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); |
|
if (g_pFontTextureResource != NULL) |
|
g_pFontTextureResource->Release(); |
|
g_pFontTextureResource = pTexture; |
|
} |
|
|
|
// Store our identifier |
|
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet."); |
|
io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr; |
|
} |
|
|
|
bool ImGui_ImplDX12_CreateDeviceObjects() |
|
{ |
|
if (!g_pd3dDevice) |
|
return false; |
|
if (g_pPipelineState) |
|
ImGui_ImplDX12_InvalidateDeviceObjects(); |
|
|
|
// Create the root signature |
|
{ |
|
D3D12_DESCRIPTOR_RANGE descRange = {}; |
|
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; |
|
descRange.NumDescriptors = 1; |
|
descRange.BaseShaderRegister = 0; |
|
descRange.RegisterSpace = 0; |
|
descRange.OffsetInDescriptorsFromTableStart = 0; |
|
|
|
D3D12_ROOT_PARAMETER param[2] = {}; |
|
|
|
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; |
|
param[0].Constants.ShaderRegister = 0; |
|
param[0].Constants.RegisterSpace = 0; |
|
param[0].Constants.Num32BitValues = 16; |
|
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; |
|
|
|
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; |
|
param[1].DescriptorTable.NumDescriptorRanges = 1; |
|
param[1].DescriptorTable.pDescriptorRanges = &descRange; |
|
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; |
|
|
|
D3D12_STATIC_SAMPLER_DESC staticSampler = {}; |
|
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; |
|
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP; |
|
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP; |
|
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP; |
|
staticSampler.MipLODBias = 0.f; |
|
staticSampler.MaxAnisotropy = 0; |
|
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
|
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; |
|
staticSampler.MinLOD = 0.f; |
|
staticSampler.MaxLOD = 0.f; |
|
staticSampler.ShaderRegister = 0; |
|
staticSampler.RegisterSpace = 0; |
|
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; |
|
|
|
D3D12_ROOT_SIGNATURE_DESC desc = {}; |
|
desc.NumParameters = _countof(param); |
|
desc.pParameters = param; |
|
desc.NumStaticSamplers = 1; |
|
desc.pStaticSamplers = &staticSampler; |
|
desc.Flags = |
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | |
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | |
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | |
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; |
|
|
|
ID3DBlob* blob = NULL; |
|
if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK) |
|
return false; |
|
|
|
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature)); |
|
blob->Release(); |
|
} |
|
|
|
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) |
|
// If you would like to use this DX12 sample code but remove this dependency you can: |
|
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] |
|
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. |
|
// See https://github.com/ocornut/imgui/pull/638 for sources and details. |
|
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; |
|
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC)); |
|
psoDesc.NodeMask = 1; |
|
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; |
|
psoDesc.pRootSignature = g_pRootSignature; |
|
psoDesc.SampleMask = UINT_MAX; |
|
psoDesc.NumRenderTargets = 1; |
|
psoDesc.RTVFormats[0] = g_RTVFormat; |
|
psoDesc.SampleDesc.Count = 1; |
|
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; |
|
|
|
// Create the vertex shader |
|
{ |
|
static const char* vertexShader = |
|
"cbuffer vertexBuffer : register(b0) \ |
|
{\ |
|
float4x4 ProjectionMatrix; \ |
|
};\ |
|
struct VS_INPUT\ |
|
{\ |
|
float2 pos : POSITION;\ |
|
float4 col : COLOR0;\ |
|
float2 uv : TEXCOORD0;\ |
|
};\ |
|
\ |
|
struct PS_INPUT\ |
|
{\ |
|
float4 pos : SV_POSITION;\ |
|
float4 col : COLOR0;\ |
|
float2 uv : TEXCOORD0;\ |
|
};\ |
|
\ |
|
PS_INPUT main(VS_INPUT input)\ |
|
{\ |
|
PS_INPUT output;\ |
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
|
output.col = input.col;\ |
|
output.uv = input.uv;\ |
|
return output;\ |
|
}"; |
|
|
|
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); |
|
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
|
return false; |
|
psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; |
|
|
|
// Create the input layout |
|
static D3D12_INPUT_ELEMENT_DESC local_layout[] = { |
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
|
}; |
|
psoDesc.InputLayout = { local_layout, 3 }; |
|
} |
|
|
|
// Create the pixel shader |
|
{ |
|
static const char* pixelShader = |
|
"struct PS_INPUT\ |
|
{\ |
|
float4 pos : SV_POSITION;\ |
|
float4 col : COLOR0;\ |
|
float2 uv : TEXCOORD0;\ |
|
};\ |
|
SamplerState sampler0 : register(s0);\ |
|
Texture2D texture0 : register(t0);\ |
|
\ |
|
float4 main(PS_INPUT input) : SV_Target\ |
|
{\ |
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ |
|
return out_col; \ |
|
}"; |
|
|
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); |
|
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
|
return false; |
|
psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; |
|
} |
|
|
|
// Create the blending setup |
|
{ |
|
D3D12_BLEND_DESC& desc = psoDesc.BlendState; |
|
desc.AlphaToCoverageEnable = false; |
|
desc.RenderTarget[0].BlendEnable = true; |
|
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; |
|
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; |
|
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; |
|
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; |
|
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; |
|
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; |
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; |
|
} |
|
|
|
// Create the rasterizer state |
|
{ |
|
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; |
|
desc.FillMode = D3D12_FILL_MODE_SOLID; |
|
desc.CullMode = D3D12_CULL_MODE_NONE; |
|
desc.FrontCounterClockwise = FALSE; |
|
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; |
|
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; |
|
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; |
|
desc.DepthClipEnable = true; |
|
desc.MultisampleEnable = FALSE; |
|
desc.AntialiasedLineEnable = FALSE; |
|
desc.ForcedSampleCount = 0; |
|
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; |
|
} |
|
|
|
// Create depth-stencil State |
|
{ |
|
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; |
|
desc.DepthEnable = false; |
|
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; |
|
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
|
desc.StencilEnable = false; |
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; |
|
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
|
desc.BackFace = desc.FrontFace; |
|
} |
|
|
|
if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK) |
|
return false; |
|
|
|
ImGui_ImplDX12_CreateFontsTexture(); |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_ImplDX12_InvalidateDeviceObjects() |
|
{ |
|
if (!g_pd3dDevice) |
|
return; |
|
|
|
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } |
|
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } |
|
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } |
|
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } |
|
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. |
|
for (UINT i = 0; i < g_numFramesInFlight; i++) |
|
{ |
|
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; } |
|
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; } |
|
} |
|
} |
|
|
|
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, |
|
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) |
|
{ |
|
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; |
|
|
|
// Create buffers with a default size (they will later be grown as needed) |
|
for (int i = 0; i < num_frames_in_flight; i++) |
|
{ |
|
g_pFrameResources[i].IB = NULL; |
|
g_pFrameResources[i].VB = NULL; |
|
g_pFrameResources[i].VertexBufferSize = 5000; |
|
g_pFrameResources[i].IndexBufferSize = 10000; |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_ImplDX12_Shutdown() |
|
{ |
|
ImGui_ImplDX12_InvalidateDeviceObjects(); |
|
delete[] g_pFrameResources; |
|
g_pd3dDevice = NULL; |
|
g_hFontSrvCpuDescHandle.ptr = 0; |
|
g_hFontSrvGpuDescHandle.ptr = 0; |
|
g_pFrameResources = NULL; |
|
g_numFramesInFlight = 0; |
|
g_frameIndex = UINT_MAX; |
|
} |
|
|
|
void ImGui_ImplDX12_NewFrame() |
|
{ |
|
if (!g_pPipelineState) |
|
ImGui_ImplDX12_CreateDeviceObjects(); |
|
}
|
|
|