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.
		
		
		
		
		
			
		
			
				
					
					
						
							510 lines
						
					
					
						
							20 KiB
						
					
					
				
			
		
		
	
	
							510 lines
						
					
					
						
							20 KiB
						
					
					
				| // Dear ImGui: standalone example application for DirectX 12 | |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs | |
|  | |
| // Important: to compile on 32-bit systems, the DirectX12 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*. | |
| // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_win32.h" | |
| #include "imgui_impl_dx12.h" | |
| #include <d3d12.h> | |
| #include <dxgi1_4.h> | |
| #include <tchar.h> | |
|  | |
| #ifdef _DEBUG | |
| #define DX12_ENABLE_DEBUG_LAYER | |
| #endif | |
|  | |
| #ifdef DX12_ENABLE_DEBUG_LAYER | |
| #include <dxgidebug.h> | |
| #pragma comment(lib, "dxguid.lib") | |
| #endif | |
|  | |
| struct FrameContext | |
| { | |
|     ID3D12CommandAllocator* CommandAllocator; | |
|     UINT64                  FenceValue; | |
| }; | |
| 
 | |
| // Data | |
| static int const                    NUM_FRAMES_IN_FLIGHT = 3; | |
| static FrameContext                 g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; | |
| static UINT                         g_frameIndex = 0; | |
| 
 | |
| static int const                    NUM_BACK_BUFFERS = 3; | |
| static ID3D12Device*                g_pd3dDevice = NULL; | |
| static ID3D12DescriptorHeap*        g_pd3dRtvDescHeap = NULL; | |
| static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = NULL; | |
| static ID3D12CommandQueue*          g_pd3dCommandQueue = NULL; | |
| static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL; | |
| static ID3D12Fence*                 g_fence = NULL; | |
| static HANDLE                       g_fenceEvent = NULL; | |
| static UINT64                       g_fenceLastSignaledValue = 0; | |
| static IDXGISwapChain3*             g_pSwapChain = NULL; | |
| static HANDLE                       g_hSwapChainWaitableObject = NULL; | |
| static ID3D12Resource*              g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; | |
| static D3D12_CPU_DESCRIPTOR_HANDLE  g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; | |
| 
 | |
| // Forward declarations of helper functions | |
| bool CreateDeviceD3D(HWND hWnd); | |
| void CleanupDeviceD3D(); | |
| void CreateRenderTarget(); | |
| void CleanupRenderTarget(); | |
| void WaitForLastSubmittedFrame(); | |
| FrameContext* WaitForNextFrameResources(); | |
| void ResizeSwapChain(HWND hWnd, int width, int height); | |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| 
 | |
| // Main code | |
| int main(int, char**) | |
| { | |
|     // Create application window | |
|     //ImGui_ImplWin32_EnableDpiAwareness(); | |
|     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; | |
|     ::RegisterClassEx(&wc); | |
|     HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); | |
| 
 | |
|     // Initialize Direct3D | |
|     if (!CreateDeviceD3D(hwnd)) | |
|     { | |
|         CleanupDeviceD3D(); | |
|         ::UnregisterClass(wc.lpszClassName, wc.hInstance); | |
|         return 1; | |
|     } | |
| 
 | |
|     // Show the window | |
|     ::ShowWindow(hwnd, SW_SHOWDEFAULT); | |
|     ::UpdateWindow(hwnd); | |
| 
 | |
|     // Setup Dear ImGui context | |
|     IMGUI_CHECKVERSION(); | |
|     ImGui::CreateContext(); | |
|     ImGuiIO& io = ImGui::GetIO(); (void)io; | |
|     io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls | |
|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls | |
|     io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;           // Enable Docking | |
|     io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;         // Enable Multi-Viewport / Platform Windows | |
|     //io.ConfigViewportsNoAutoMerge = true; | |
|     //io.ConfigViewportsNoTaskBarIcon = true; | |
|  | |
|     // Setup Dear ImGui style | |
|     ImGui::StyleColorsDark(); | |
|     //ImGui::StyleColorsClassic(); | |
|  | |
|     // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. | |
|     ImGuiStyle& style = ImGui::GetStyle(); | |
|     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|     { | |
|         style.WindowRounding = 0.0f; | |
|         style.Colors[ImGuiCol_WindowBg].w = 1.0f; | |
|     } | |
| 
 | |
|     // Setup Platform/Renderer backends | |
|     ImGui_ImplWin32_Init(hwnd); | |
|     ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, | |
|         DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, | |
|         g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), | |
|         g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); | |
| 
 | |
|     // Load Fonts | |
|     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. | |
|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | |
|     // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). | |
|     // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. | |
|     // - Read 'docs/FONTS.md' for more instructions and details. | |
|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | |
|     //io.Fonts->AddFontDefault(); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | |
|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | |
|     //IM_ASSERT(font != NULL); | |
|  | |
|     // Our state | |
|     bool show_demo_window = true; | |
|     bool show_another_window = false; | |
|     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| 
 | |
|     // Main loop | |
|     bool done = false; | |
|     while (!done) | |
|     { | |
|         // Poll and handle messages (inputs, window resize, etc.) | |
|         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | |
|         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | |
|         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | |
|         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
|         MSG msg; | |
|         while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) | |
|         { | |
|             ::TranslateMessage(&msg); | |
|             ::DispatchMessage(&msg); | |
|             if (msg.message == WM_QUIT) | |
|                 done = true; | |
|         } | |
|         if (done) | |
|             break; | |
| 
 | |
|         // Start the Dear ImGui frame | |
|         ImGui_ImplDX12_NewFrame(); | |
|         ImGui_ImplWin32_NewFrame(); | |
|         ImGui::NewFrame(); | |
| 
 | |
|         // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). | |
|         if (show_demo_window) | |
|             ImGui::ShowDemoWindow(&show_demo_window); | |
| 
 | |
|         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | |
|         { | |
|             static float f = 0.0f; | |
|             static int counter = 0; | |
| 
 | |
|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. | |
|  | |
|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) | |
|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state | |
|             ImGui::Checkbox("Another Window", &show_another_window); | |
| 
 | |
|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f | |
|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | |
|  | |
|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) | |
|                 counter++; | |
|             ImGui::SameLine(); | |
|             ImGui::Text("counter = %d", counter); | |
| 
 | |
|             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | |
|             ImGui::End(); | |
|         } | |
| 
 | |
|         // 3. Show another simple window. | |
|         if (show_another_window) | |
|         { | |
|             ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) | |
|             ImGui::Text("Hello from another window!"); | |
|             if (ImGui::Button("Close Me")) | |
|                 show_another_window = false; | |
|             ImGui::End(); | |
|         } | |
| 
 | |
|         // Rendering | |
|         ImGui::Render(); | |
| 
 | |
|         FrameContext* frameCtx = WaitForNextFrameResources(); | |
|         UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); | |
|         frameCtx->CommandAllocator->Reset(); | |
| 
 | |
|         D3D12_RESOURCE_BARRIER barrier = {}; | |
|         barrier.Type                   = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; | |
|         barrier.Flags                  = D3D12_RESOURCE_BARRIER_FLAG_NONE; | |
|         barrier.Transition.pResource   = g_mainRenderTargetResource[backBufferIdx]; | |
|         barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; | |
|         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; | |
|         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_RENDER_TARGET; | |
|         g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL); | |
|         g_pd3dCommandList->ResourceBarrier(1, &barrier); | |
| 
 | |
|         // Render Dear ImGui graphics | |
|         const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; | |
|         g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL); | |
|         g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); | |
|         g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); | |
|         ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); | |
|         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; | |
|         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT; | |
|         g_pd3dCommandList->ResourceBarrier(1, &barrier); | |
|         g_pd3dCommandList->Close(); | |
| 
 | |
|         g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); | |
| 
 | |
|         // Update and Render additional Platform Windows | |
|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | |
|         { | |
|             ImGui::UpdatePlatformWindows(); | |
|             ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList); | |
|         } | |
| 
 | |
|         g_pSwapChain->Present(1, 0); // Present with vsync | |
|         //g_pSwapChain->Present(0, 0); // Present without vsync | |
|  | |
|         UINT64 fenceValue = g_fenceLastSignaledValue + 1; | |
|         g_pd3dCommandQueue->Signal(g_fence, fenceValue); | |
|         g_fenceLastSignaledValue = fenceValue; | |
|         frameCtx->FenceValue = fenceValue; | |
|     } | |
| 
 | |
|     WaitForLastSubmittedFrame(); | |
| 
 | |
|     // Cleanup | |
|     ImGui_ImplDX12_Shutdown(); | |
|     ImGui_ImplWin32_Shutdown(); | |
|     ImGui::DestroyContext(); | |
| 
 | |
|     CleanupDeviceD3D(); | |
|     ::DestroyWindow(hwnd); | |
|     ::UnregisterClass(wc.lpszClassName, wc.hInstance); | |
| 
 | |
|     return 0; | |
| } | |
| 
 | |
| // Helper functions | |
|  | |
| bool CreateDeviceD3D(HWND hWnd) | |
| { | |
|     // Setup swap chain | |
|     DXGI_SWAP_CHAIN_DESC1 sd; | |
|     { | |
|         ZeroMemory(&sd, sizeof(sd)); | |
|         sd.BufferCount = NUM_BACK_BUFFERS; | |
|         sd.Width = 0; | |
|         sd.Height = 0; | |
|         sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
|         sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; | |
|         sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | |
|         sd.SampleDesc.Count = 1; | |
|         sd.SampleDesc.Quality = 0; | |
|         sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; | |
|         sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; | |
|         sd.Scaling = DXGI_SCALING_STRETCH; | |
|         sd.Stereo = FALSE; | |
|     } | |
| 
 | |
|     // [DEBUG] Enable debug interface | |
| #ifdef DX12_ENABLE_DEBUG_LAYER | |
|     ID3D12Debug* pdx12Debug = NULL; | |
|     if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug)))) | |
|         pdx12Debug->EnableDebugLayer(); | |
| #endif | |
|  | |
|     // Create device | |
|     D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; | |
|     if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) | |
|         return false; | |
| 
 | |
|     // [DEBUG] Setup debug interface to break on any warnings/errors | |
| #ifdef DX12_ENABLE_DEBUG_LAYER | |
|     if (pdx12Debug != NULL) | |
|     { | |
|         ID3D12InfoQueue* pInfoQueue = NULL; | |
|         g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue)); | |
|         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true); | |
|         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true); | |
|         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true); | |
|         pInfoQueue->Release(); | |
|         pdx12Debug->Release(); | |
|     } | |
| #endif | |
|  | |
|     { | |
|         D3D12_DESCRIPTOR_HEAP_DESC desc = {}; | |
|         desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; | |
|         desc.NumDescriptors = NUM_BACK_BUFFERS; | |
|         desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; | |
|         desc.NodeMask = 1; | |
|         if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) | |
|             return false; | |
| 
 | |
|         SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); | |
|         D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); | |
|         for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) | |
|         { | |
|             g_mainRenderTargetDescriptor[i] = rtvHandle; | |
|             rtvHandle.ptr += rtvDescriptorSize; | |
|         } | |
|     } | |
| 
 | |
|     { | |
|         D3D12_DESCRIPTOR_HEAP_DESC desc = {}; | |
|         desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; | |
|         desc.NumDescriptors = 1; | |
|         desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; | |
|         if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) | |
|             return false; | |
|     } | |
| 
 | |
|     { | |
|         D3D12_COMMAND_QUEUE_DESC desc = {}; | |
|         desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; | |
|         desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; | |
|         desc.NodeMask = 1; | |
|         if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) | |
|             return false; | |
|     } | |
| 
 | |
|     for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) | |
|         if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) | |
|             return false; | |
| 
 | |
|     if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || | |
|         g_pd3dCommandList->Close() != S_OK) | |
|         return false; | |
| 
 | |
|     if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) | |
|         return false; | |
| 
 | |
|     g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); | |
|     if (g_fenceEvent == NULL) | |
|         return false; | |
| 
 | |
|     { | |
|         IDXGIFactory4* dxgiFactory = NULL; | |
|         IDXGISwapChain1* swapChain1 = NULL; | |
|         if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK) | |
|             return false; | |
|         if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK) | |
|             return false; | |
|         if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) | |
|             return false; | |
|         swapChain1->Release(); | |
|         dxgiFactory->Release(); | |
|         g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); | |
|         g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); | |
|     } | |
| 
 | |
|     CreateRenderTarget(); | |
|     return true; | |
| } | |
| 
 | |
| void CleanupDeviceD3D() | |
| { | |
|     CleanupRenderTarget(); | |
|     if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } | |
|     if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } | |
|     for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) | |
|         if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } | |
|     if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } | |
|     if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } | |
|     if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } | |
|     if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } | |
|     if (g_fence) { g_fence->Release(); g_fence = NULL; } | |
|     if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } | |
|     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } | |
| 
 | |
| #ifdef DX12_ENABLE_DEBUG_LAYER | |
|     IDXGIDebug1* pDebug = NULL; | |
|     if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) | |
|     { | |
|         pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY); | |
|         pDebug->Release(); | |
|     } | |
| #endif | |
| } | |
| 
 | |
| void CreateRenderTarget() | |
| { | |
|     for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) | |
|     { | |
|         ID3D12Resource* pBackBuffer = NULL; | |
|         g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); | |
|         g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); | |
|         g_mainRenderTargetResource[i] = pBackBuffer; | |
|     } | |
| } | |
| 
 | |
| void CleanupRenderTarget() | |
| { | |
|     WaitForLastSubmittedFrame(); | |
| 
 | |
|     for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) | |
|         if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } | |
| } | |
| 
 | |
| void WaitForLastSubmittedFrame() | |
| { | |
|     FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; | |
| 
 | |
|     UINT64 fenceValue = frameCtx->FenceValue; | |
|     if (fenceValue == 0) | |
|         return; // No fence was signaled | |
|  | |
|     frameCtx->FenceValue = 0; | |
|     if (g_fence->GetCompletedValue() >= fenceValue) | |
|         return; | |
| 
 | |
|     g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); | |
|     WaitForSingleObject(g_fenceEvent, INFINITE); | |
| } | |
| 
 | |
| FrameContext* WaitForNextFrameResources() | |
| { | |
|     UINT nextFrameIndex = g_frameIndex + 1; | |
|     g_frameIndex = nextFrameIndex; | |
| 
 | |
|     HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; | |
|     DWORD numWaitableObjects = 1; | |
| 
 | |
|     FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; | |
|     UINT64 fenceValue = frameCtx->FenceValue; | |
|     if (fenceValue != 0) // means no fence was signaled | |
|     { | |
|         frameCtx->FenceValue = 0; | |
|         g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); | |
|         waitableObjects[1] = g_fenceEvent; | |
|         numWaitableObjects = 2; | |
|     } | |
| 
 | |
|     WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); | |
| 
 | |
|     return frameCtx; | |
| } | |
| 
 | |
| void ResizeSwapChain(HWND hWnd, int width, int height) | |
| { | |
|     DXGI_SWAP_CHAIN_DESC1 sd; | |
|     g_pSwapChain->GetDesc1(&sd); | |
|     sd.Width = width; | |
|     sd.Height = height; | |
| 
 | |
|     IDXGIFactory4* dxgiFactory = NULL; | |
|     g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory)); | |
| 
 | |
|     g_pSwapChain->Release(); | |
|     CloseHandle(g_hSwapChainWaitableObject); | |
| 
 | |
|     IDXGISwapChain1* swapChain1 = NULL; | |
|     dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1); | |
|     swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)); | |
|     swapChain1->Release(); | |
|     dxgiFactory->Release(); | |
| 
 | |
|     g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); | |
| 
 | |
|     g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); | |
|     assert(g_hSwapChainWaitableObject != NULL); | |
| } | |
| 
 | |
| // Forward declare message handler from imgui_impl_win32.cpp | |
| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); | |
| 
 | |
| // Win32 message handler | |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) | |
| { | |
|     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) | |
|         return true; | |
| 
 | |
|     switch (msg) | |
|     { | |
|     case WM_SIZE: | |
|         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) | |
|         { | |
|             WaitForLastSubmittedFrame(); | |
|             ImGui_ImplDX12_InvalidateDeviceObjects(); | |
|             CleanupRenderTarget(); | |
|             ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam)); | |
|             CreateRenderTarget(); | |
|             ImGui_ImplDX12_CreateDeviceObjects(); | |
|         } | |
|         return 0; | |
|     case WM_SYSCOMMAND: | |
|         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu | |
|             return 0; | |
|         break; | |
|     case WM_DESTROY: | |
|         ::PostQuitMessage(0); | |
|         return 0; | |
|     } | |
|     return ::DefWindowProc(hWnd, msg, wParam, lParam); | |
| }
 | |
| 
 |