f5befd2d29 Version 1.91.9b cfed7a3a54 Tables: fixed assert/issues loading settings. (#8496, #7934) 93b446a962 Backtrack of version tagging 1.92.0 > 1.91.9b for publishing a hotfix (#8496) a7dc184772 Moved ImDrawIdx definition lower in imgui.h. Moved ImTextureID slightly below in its own section. bfaef8ca17 Version 1.92.0 WIP 2737dbb1e1 Docs: Fixed typo. Very oops. (#8495) 4d4f1fd364 Docs: retroactively document ConfigData->Sources renaming. (#8495) d6493aab02 Fix typo in comment (#8494) 97428e8ac9 Version 1.91.9 ea2a12112d Misc: Various zealous warning fixes for newer version of Clang. b758b8223f InputText: Pasting a multi-line buffer into a single-line edit replaces carriage return by spaces. (#8459) 79bba34c5f Revert "Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468)" d9dad2f4a1 Scrollbar: stabilize visibility of ScrollbarX when detecting a feedback loop. (#8488, #3285, #4539) 6e30c42101 Tables: fixed an issue with TableSetupColumn() overriding ini data. (#7934) de4f77b0ac Backends: DX12: comment about using SrvDescriptorAllocFn/SrvDescriptorFreeFn. 09654f4e8c Revert "Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10." 557c77e455 Added ImGuiKey_AbntC1, ImGuiKey_AbntC2 + Backends: GLFW, Win32: added support. (#8468) 6da230636b Examples: Updated all .vcxproj from VS2015 to VS2019 (toolset v140 to v142), Windows SDK 8.1 to 10. 51e4cba909 Backends: Fixed zealous warnings. 39585aa90d Amend Changelog to talk about OEM keys. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) a9e53829d2 Backends: Win32, SDL2, SDL3, GLFW: prioritize scancodes instead of translated keycodes when dealing with OEM keys + Added ImGuiKey_Oem102. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) 88d4827b64 Update FAQ.md for SDL3 (#8480) 3c3d943fb1 Docs: Fix some typos (#8473) 806731e37a Set IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS on 3DS sdk (#8477, #8476) 1ec99f4fd3 Internals: added ImStrlen/ImMemchr #define to facilitate experimenting with variations. (#8421) 377a387a42 Add proper ImGuiTextBuffer::resize() support other than 0. 9f49292b35 Internals: Menus: reworked mangling of menu windows to use "###Menu_00" etc. instead of "##Menu_00". 119dfbc627 Debug Tools: Tweaked layout of ID Stack Tool and always display full path. (#4631) fcec08f7ae Demo: (Refactor) Moved ExampleTreeNode contents below ShowDemoWindow() so main entry point is more visible to casual reader. 324172fb1f Demo: (Refactor) Moved DemoWindowWidgets() below the functions it calls, reducing amount of forward declarations. a7657f2ed4 Examples: SDL3: Added comments to clarify setup for users of the unfortunate SDL_MAIN_USE_CALLBACKS feature. (#8455) df31774327 Disabled: Fixed an issue restoring Alpha in EndDisabled() when using nested BeginDisabled() calls with PushStyleVar(ImGuiStyleVar_DisabledAlpha) within. (#8454, #7640) 71b160cdbb Demo: (Refactor) Moved code into DemoWindowWidgetsDisableBlocks() section. 7a919e80c9 Demo: (Refactor) Moved code into DemoWindowWidgetsQueryingStatuses() section. 0758594bd2 Demo: (Refactor) Moved code into DemoWindowWidgetsDragAndDrop() section. 9b486e47fe Demo: (Refactor) Moved code into DemoWindowWidgetsDragsAndSliders(), DemoWindowWidgetsMultiComponents(), DemoWindowWidgetsVerticalSliders() sections. caf3faa054 Demo: (Refactor) Moved code into DemoWindowWidgetsColorAndPickers() section. 510a9a77d6 Demo: (Refactor) Moved code into DemoWindowWidgetsDataTypes() section. 4d0c776a80 Demo: (Refactor) Moved code into DemoWindowWidgetsPlotting(), DemoWindowWidgetsProgressBars(), DemoWindowWidgetsTabs() sections. 4450d61ac2 Demo: (Refactor) Moved code into DemoWindowWidgetsSelectables(), DemoWindowWidgetsTextFilter(), DemoWindowWidgetsTextInputs() sections. 22baec494b Demo: (Refactor) Moved code into DemoWindowWidgetsComboBoxes(), DemoWindowWidgetsImages(), DemoWindowWidgetsListBoxes() sections. 94877a137d Demo: (Refactor) Moved code into DemoWindowWidgetsBullets(), DemoWindowWidgetsCollapsingHeaders(), DemoWindowWidgetsCollapsingText() sections. de3f68a233 Demo: (Refactor) Moved code into DemoWindowWidgetsTooltips(), DemoWindowWidgetsTreeNodes() sections. b2c55c9db5 Demo: (Refactor) Moved code into DemoWindowWidgetsBasic() section. eefd2da0f6 Demo: (Refactor) Added new empty sections.. Renamed existing helper functions. ce13f6b73e Backends: GLFW: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. (#8452) 4819eae867 Clipper: Fixed an issue where passing an out of bound index to IncludeItemByIndex() could incorrectly offset the final cursor. c5ade6591e TextLink(), TextLinkOpenURL(): fixed honoring text baseline alignment. (#8451, #7660) 9c2876b9f8 ShowFontAtlas() uses ImageWithBg(). (#8131, #8238) 1aab00da85 Misc shallow tweaks/tidying up. (#8446) 482a1f50b6 Internals: rename ImGuiDataVarInfo to ImGuiStyleVarInfo. Move ImGuiStyleMod, ImGuiColorMod to own section. 494ea57b65 Image: removed 'tint_col', 'border_col' parameters from Image(). Added ImageWithBg(). Added style.ImageBorderSize, ImGuiStyleVar_ImageBorderSize. (#8131, #8238) cdafefd4be Backends: WebGPU: Add nextInChain field for VertexAttributes under Dawn (#8438) 8bd3e20c86 Backends: WebGPU: include imgui.h before backend check (#8437) aa83d5d455 Backends: SDL2, SDL3: Only start SDL_CaptureMouse() when mouse is being dragged. (#6410, #3650) aaacb01b8d Backends: WebGPU: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) 9996a2d51b Backends: WebGPU: update code for latest webgpu-native changes. Fix for Emscripten. (#8426) 6aa0810de5 Backends: WebGPU: update code for latest webgpu-native changes. Amend. (#8426) 4f4fb1d220 Backends: WebGPU: update code for latest webgpu-native changes. (#8426) 242d856ede Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) a86fcbd947 Examples: SDL3+SDL_Renderer: removed reference to OpenGL to remove confusion. (#8434) 4c0604ec2e Font: shallow refactor, rename ConfigData[] fields to Sources[], ConfigDataCount to SourcesCount. 6e29450f76 Internals: added IsItemActiveAsInputText() helper. 030746faff Debug Tools: Added io.ConfigDebugHighlightIdConflictsShowItemPicker. (#7961, #7669) dac40d0487 Backends: SDL2, SDL3: don't call SDL_GetGlobalMouseState() when mouse position is in relative mode. (#8425, #8407) ef969a53f5 Tabs: fixed Unsaved Marker not being visible when Close Button is. (#8430, #8387) 5dce79e941 Backends: DirectX12: Fixed an issue where pre-1.91.5 legacy ImGui_ImplDX12_Init() signature started breaking in 1.91.8 due to missing command queue. (#8429) 74afea04d6 Fix typos in docs (#8427) edc66d79c7 Nav: extract code into a NavUpdateWindowingApplyFocus() so it may be reused elsewhere. 434b7710f3 Internals: packing ImGuiDataVarInfo + misc renaming + value of ImGuiDataType_Pointer doesn't need to be Count+1 1e18a6cf60 Examples: GLFW+Vulkan: make GLFW_DIR overridable in cmake bit. (#8419) a6bcbb173b Examples: Android: Update kotlin version (#8409) 6dc376f676 ImFontAtlas: added software/drawlist version of ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress + moved GetMouseCursorTexData() to internals. 85c488ee12 Hot-fix for broken MouseDrawCursor support for ImGuiMouseCursor_Wait/ImGuiMouseCursor_Progress/ImGuiMouseCursor_NotAllowed. 05742f9b6f Tables: share code between TableSetupColumn() and TableLoadSettings(). (#7934) 8b7b3ce03e Tables: fixed an issue where Columns Width state wouldn't be correctly restored when hot-reloading .ini state. (#7934) eec097fe35 Added ImGuiMouseCursor_Progress mouse cursor 8a35386+ support in SDL2,SDL3,Win32,Allegro5 backends. 8a35386ba7 Added ImGuiMouseCursor_Wait mouse cursor (busy/wait/hourglass shape) + support in SDL2,SDL3,Win32,Allegro5 backends. 8f0411ff03 Backends: OpenGL3: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) c4a32a129d Tabs: fixed middle-button to close not checking hovering, only close button visibility. (#8399, #8387) 78ec1272e9 ImDrawList: added InitialFringeScale in ImDrawListSharedData. Default to 1.0f. 2860d7ba05 Selectable: Fixed horizontal label alignment with SelectableTextAlign.x > 0 and specifying a selectable size. (#8338) 474305c476 ImFont: simpler constructor. ec4cd2cb8c Backends: Vulkan: Fixed crash with using no prototypes + *BREAKING* Added ApiVersion to ImGui_ImplVulkan_LoadFunctions(). (#8326, #8365, #8400) 98c2f6b0c4 Tables, Error Handling: Recovery from invalid index in TableSetColumnIndex(). (#1651) e1ae7db4cc Backends: Vulkan: Fixed building with older headers not supporting VK_HEADER_VERSION_COMPLETE. (#8326, #8365) 12963f5231 Examples: Vulkan: make ApiVersion a little more visible in examples. (#8326, #8365) 890ead6a71 Backends: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" without -KHR on API 1.3. (#8326, #8365) f94a5f0e8c Docs: Update doc about plutosvg (#8395) b78cc37891 Backends: SDL2: Fixed build for versions older than 2.0.14. (#7660) a931fb7f51 Fixed static analyzer warning. 7cd31c3557 Tables: tamed some .ini settings optimizations to more accurately allow overwriting/hot-reloading settings. (#7934) 7221f5e739 Styles, Tabs: Fixed ef7ffaf. (#8387) ef7ffaff74 Styles, Tabs: (Breaking) Renamed TabMinWidthForCloseButton to TabCloseButtonMinWidthUnselected. Added TabCloseButtonMinWidthSelected. (#8387) 3d900edba7 Examples: Win32+DirectX12: Fixed ExampleDescriptorHeapAllocator overflow free index. 6916f935eb InputText: Allow CTRL+Shift+Z to redo even outside of OSX. (#8389) 3b2f2602b4 Windows: Fixed an issue where BeginChild() inside a collapsed Begin() wouldn't inherit the SkipItems flag. 4dc9df6aae Tables: fixed an issue where Columns Visible/Hidden state wouldn't be correctly overridden when hot-reloading .ini state. (#7934) 88cda0cab6 Fixed minor warning. Added comment. a431e1277e Backends: SDL2, SDL3: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. (#7660) a18622c369 TextLinkOpenURL(): fixed default Win32 io.PlatformOpenInShellFn handler to handle UTF-8 regardless of system regional settings. (#7660) 2206e31e54 Demo: Combos: demonstrate a very simple way to add a filter to a combo. (#718) e8ad60cc4f Fix typo (#8382) 50dbb086f2 Tables: sneakily honor ImGuiNextWindowDataFlags_HasChildFlags/ImGuiNextWindowDataFlags_HasWindowFlags as a way to facilitate various hacks/workarounds. e368015d79 Tables: a clipped scrolling table correctly clears SetNextWindowXXX flags. (#8196) e5668b8c73 Internals: rename ImGuiNextWindowData::Flags to HasFlags for consistency and to reduce mistakes. 4982602f6f Windows, Style: Added style.WindowBorderHoverPadding setting to configure inner/outer padding applied to hit-testing of windows borders. 914fbcf2e5 Fonts: removed unnecessary const qualifier from ImFont::FindGlyph() 4f1d3809c3 Fixed tabs and spaces (#8377) 0625b37760 Scrollbar: Rework logic that fades-out scrollbar when it becomes too small. cfed18afc7 Add ImFontConfig::GlyphExtraAdvanceX as a replacement for GlyphExtraSpacing.x (#242) 2d20e13746 Backends: GLFW: Added comment about io.AddMouseSourceEvent() not being properly called. (#8374) 1a31e31ae9 (Breaking) Fonts: removed ImFontConfig::GlyphExtraSpacing option which seems largely obsolete and unused. (#242) de962e83d0 ImFont: remove SetGlyphVisible() da0ba9e2fe Backends: WebGPU: add type alias for dawn WGPUProgrammableStageDescriptor -> WGPUComputeState. (#8369) 5dd84082ab InputTextWithHint(): Fixed buffer overflow when user callback modifies the buffer contents in a way that alters hint visibility. (#8368) 204cebc8fc Backends: Metal: Fixed a crash on application resources. (#8367, #7419) [@anszom] 6265339995 Fixed IsItemDeactivatedAfterEdit() signal being broken for Checkbox(), RadioButton(), Selectable(). (#8370) f820bf7cd4 Version 1.91.9 WIP e4db4e423d Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. - OOPS e2a99b5760 Internals: renamed GetIOEx() to GetIO(). Added GetPlatformIO() explicit context variant. dbb5eeaadf Version 1.91.8 e6c5296f30 Examples: SDL3: Fix for Emscripten platform (#8363) ae6cfd32a0 Tables, Menus: Fixed tables or child windows submitted inside BeginMainMenuBar() being unable to save their settings. (#8356) fa178f4235 Error Handling: Recovery from missing EndMenuBar() call. (#1651) c0308da665 Fixed zealous GCC warning. (#8355) dabc990189 Rename internal id for standardizing naming convention. "##menubar" -> "##MenuBar", "###NavWindowingList" -> "###NavWindowingOverlay" a71191515a EndMainMenuBar doesn't attempt to restore focus when there's an active id. (#8355) dfd1bc3c5b Tables, Menus: Fixed using BeginTable() in menu layer (any menu bar). (#8355) 4230e98720 Error Handling, Debug Log: IMGUI_DEBUG_LOG_ERROR() doesn't need the extra variable. ea0da0bf47 Extracted PushPasswordFont() out of InputText code. 9c4948a4d1 TabBar: Internals: added TabItemSpacing(). (#8349, #3291) a05d547ae8 Windows: separating WindowItemStatusFlags from ChildItemStatusFlag, because IsItemXXX _after_ BeginChild()>Begin() shouldn't return last status emitted by e.g. EndChild() 134fbe1245 Windows: Fixed IsItemXXXX() functions not working on append-version of EndChild(). (#8350) 5a28f188ff Fixed parameter names to SetLastItemData() to align with current names. 96e3b147f0 Fixed build with IMGUI_ENABLE_FREETYPE (#8346) afb6e9a879 Fonts: OversampleH auto-selection uses 36 as heuristic for now. 8a1613a382 Fonts: OversampleH/OversampleV value defaults to 0 for automatic selection. 4211fdc70b ImFont: compact comments in header section. 9eafb7bbfb ImFont: IndexLookup[] table hold 16-bit values even in ImWchar32 mode. 53244aaac7 Amend 9bc5b04 with a shadowed variable warning fix. ed7551c1d4 Selectable: Fixed horizontal label alignment when combined with using ImGuiSelectableFlags_SpanAllColumns. (#8338) bbf957875b Amend 9bc5b04 to avoid using GImGui mid-function. 9bc5b0406d Windows, Style: Fixed small rendering issues with menu bar, resize grip and scrollbar when using thick border sizes. (#8267, #7887) 10199341b1 ImFontAtlas: made calling ClearFonts() call ClearInputData(). (#8174, #6556, #6336, #4723) 71da34c48c Debug Tools: Tweaked font preview + indent "Glyphs" block. 6906ac979e ColorEdit, ColorPicker: (Breaking) redesigned how alpha is displayed in the preview square. (#8335, #1578, #346) fdca6c08ad Inputs: added IsMouseReleasedWithDelay() helper. (#8337, #8320) d17e9fc107 Backends: SDL_GPU: shallow tweaks + disable anisotropy in sampler. Examples: SDL+Vulkan: Fixed incorrect defines. 3e6bdc2242 Examples: SDL3+SDL_GPU: use SDL_GPU_PRESENTMODE_MAILBOX swapchain parameters. bf13442c7c Moved ImGuiColorEditFlags_AlphaPreview/ImGuiColorEditFlags_AlphaPreviewHalf flags. Demo: reorganized some of color edit/picker demo section. 2af26b75d1 ColorEdit, ColorPicker: Fixed alpha preview broken in 1.91.7. (#8336, #8241). [@PathogenDavid] 7ae7c90790 Tabs, Style: reworked selected overline rendering to better accommodate for rounded tabs. (#8334) e8779a67b1 Font: direct AddText()/RenderText() calls don't need to call strlen() if below clipping region. 4c2e7bb035 Backends: SDL2,SDL3: removed assert preventing using ImGui_ImplSDL2_SetGamepadMode()/ImGui_ImplSDL3_SetGamepadMode() with ImGui_ImplSDL2_GamepadMode_Manual/ImGui_ImplSDL3_GamepadMode_Manual and an empty array. (#8329) 8b0af7fddc Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer. aa1b4ea861 Backends: OSX: Remove notification observer when shutting down. (#8331) aa23f3801b Backends: SDL_Renderer2/3: Use endian-dependent RGBA32 texture format, to match SDL_Color. (#8327) 80c9cd1f6e Font: reduce unnecessary padding in ImFontConfig struct too. d7454de80a Font: minor tweak to struct alignment. dd89a3741b Backends: Vulkan: sharing duplicate code. (#5446, #8326) 487d7f9a29 Font: Internals: make used page maps smaller. Since it's extremely rarely used and for iterations only. ~34->16 bytes with ImWchar32. f2262eb81a Windows: latch FontRefSize at time of Begin(), consistent with e.g. TitleBarHeight, and to avoid calling CalcFontSize() on non-current window. b7c27c5333 Windows: legacy SetWindowFontScale() is properly inherited by nested child windows. (#2701, #8138, #1018) 4c64ba16c5 imgui_freetype: fixed issue where glyph advances would incorrectly be snapped to pixels. 007735737a Ignore vscode artifacts (#8324) b4a5d1dc53 Backends: SDLGPU3: Rename GpuDevice->Device. Expose ImGui_ImplSDLGPU3_CreateDeviceObjects(), ImGui_ImplSDLGPU3_DestroyDeviceObjects(). Misc renaming. (#8163, #7998, #7988) 0f33d7185f Examples: Vulkan: vkAcquireNextImageKHR() and vkQueuePresentKHR() returning VK_SUBOPTIMAL_KHR keeps moving forward. (#7825, #7831) 8ebf22d3c1 Backends: Vulkan: use ImVector<> for simplicity. 6684984c49 Examples: DirectX12: Reduced number of frame in flight from 3 to 2 in provided example, to reduce latency. 0e21bde77b Misc shallow merge to reduce diff in other branches. 8a9de84cd0 FontAtlas: reduced baked IM_DRAWLIST_TEX_LINES_WIDTH_MAX from 63 to 32. (#3245) 100075f2be Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. c59a2267d0 Version 1.91.8 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: f5befd2d29e66809cd1110a152e375a7f1981f06
540 lines
23 KiB
C++
540 lines
23 KiB
C++
// Dear ImGui: standalone example application for DirectX 12
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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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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#include "imgui_impl_dx12.h"
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <tchar.h>
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#ifdef _DEBUG
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#define DX12_ENABLE_DEBUG_LAYER
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#endif
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#ifdef DX12_ENABLE_DEBUG_LAYER
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#include <dxgidebug.h>
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#pragma comment(lib, "dxguid.lib")
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#endif
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// Config for example app
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static const int APP_NUM_FRAMES_IN_FLIGHT = 2;
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static const int APP_NUM_BACK_BUFFERS = 2;
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static const int APP_SRV_HEAP_SIZE = 64;
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struct FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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UINT64 FenceValue;
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};
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// Simple free list based allocator
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struct ExampleDescriptorHeapAllocator
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{
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ID3D12DescriptorHeap* Heap = nullptr;
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D3D12_DESCRIPTOR_HEAP_TYPE HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
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D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu;
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D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu;
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UINT HeapHandleIncrement;
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ImVector<int> FreeIndices;
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void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap)
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{
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IM_ASSERT(Heap == nullptr && FreeIndices.empty());
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Heap = heap;
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D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
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HeapType = desc.Type;
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HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart();
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HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart();
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HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
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FreeIndices.reserve((int)desc.NumDescriptors);
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for (int n = desc.NumDescriptors; n > 0; n--)
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FreeIndices.push_back(n - 1);
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}
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void Destroy()
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{
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Heap = nullptr;
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FreeIndices.clear();
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}
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void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
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{
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IM_ASSERT(FreeIndices.Size > 0);
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int idx = FreeIndices.back();
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FreeIndices.pop_back();
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out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement);
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out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement);
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}
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void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle)
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{
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int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement);
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int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement);
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IM_ASSERT(cpu_idx == gpu_idx);
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FreeIndices.push_back(cpu_idx);
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}
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};
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// Data
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static FrameContext g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {};
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static UINT g_frameIndex = 0;
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static ID3D12Device* g_pd3dDevice = nullptr;
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static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
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static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
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static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc;
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static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
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static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
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static ID3D12Fence* g_fence = nullptr;
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static HANDLE g_fenceEvent = nullptr;
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static UINT64 g_fenceLastSignaledValue = 0;
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static IDXGISwapChain3* g_pSwapChain = nullptr;
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static bool g_SwapChainOccluded = false;
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static HANDLE g_hSwapChainWaitableObject = nullptr;
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static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
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static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[APP_NUM_BACK_BUFFERS] = {};
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// Forward declarations of helper functions
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bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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void WaitForLastSubmittedFrame();
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FrameContext* WaitForNextFrameResources();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**)
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{
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd))
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{
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CleanupDeviceD3D();
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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// Show the window
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::ShowWindow(hwnd, SW_SHOWDEFAULT);
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::UpdateWindow(hwnd);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX12_InitInfo init_info = {};
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init_info.Device = g_pd3dDevice;
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init_info.CommandQueue = g_pd3dCommandQueue;
|
|
init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT;
|
|
init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
init_info.DSVFormat = DXGI_FORMAT_UNKNOWN;
|
|
// Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks.
|
|
// (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
|
|
init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap;
|
|
init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); };
|
|
init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); };
|
|
ImGui_ImplDX12_Init(&init_info);
|
|
|
|
// Before 1.91.6: our signature was using a single descriptor. From 1.92, specifying SrvDescriptorAllocFn/SrvDescriptorFreeFn will be required to benefit from new features.
|
|
//ImGui_ImplDX12_Init(g_pd3dDevice, APP_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 a nullptr. 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.
|
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
|
// - 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("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
|
//IM_ASSERT(font != nullptr);
|
|
|
|
// 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.)
|
|
// See the WndProc() function below for our to dispatch events to the Win32 backend.
|
|
MSG msg;
|
|
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
|
|
{
|
|
::TranslateMessage(&msg);
|
|
::DispatchMessage(&msg);
|
|
if (msg.message == WM_QUIT)
|
|
done = true;
|
|
}
|
|
if (done)
|
|
break;
|
|
|
|
// Handle window screen locked
|
|
if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
|
|
{
|
|
::Sleep(10);
|
|
continue;
|
|
}
|
|
g_SwapChainOccluded = false;
|
|
|
|
// 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 create 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 / io.Framerate, io.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, nullptr);
|
|
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, nullptr);
|
|
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr);
|
|
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);
|
|
|
|
// Present
|
|
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
|
|
//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
|
|
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
|
|
|
|
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);
|
|
::UnregisterClassW(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 = APP_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 = nullptr;
|
|
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
|
|
pdx12Debug->EnableDebugLayer();
|
|
#endif
|
|
|
|
// Create device
|
|
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
|
if (D3D12CreateDevice(nullptr, 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 != nullptr)
|
|
{
|
|
ID3D12InfoQueue* pInfoQueue = nullptr;
|
|
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 = APP_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 < APP_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 = APP_SRV_HEAP_SIZE;
|
|
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
|
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
|
|
return false;
|
|
g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap);
|
|
}
|
|
|
|
{
|
|
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 < APP_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, nullptr, 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(nullptr, FALSE, FALSE, nullptr);
|
|
if (g_fenceEvent == nullptr)
|
|
return false;
|
|
|
|
{
|
|
IDXGIFactory4* dxgiFactory = nullptr;
|
|
IDXGISwapChain1* swapChain1 = nullptr;
|
|
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
|
|
return false;
|
|
if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
|
|
return false;
|
|
if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
|
return false;
|
|
swapChain1->Release();
|
|
dxgiFactory->Release();
|
|
g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
|
|
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
|
}
|
|
|
|
CreateRenderTarget();
|
|
return true;
|
|
}
|
|
|
|
void CleanupDeviceD3D()
|
|
{
|
|
CleanupRenderTarget();
|
|
if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
|
|
if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
|
|
for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
|
|
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; }
|
|
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }
|
|
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }
|
|
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = nullptr; }
|
|
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = nullptr; }
|
|
if (g_fence) { g_fence->Release(); g_fence = nullptr; }
|
|
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = nullptr; }
|
|
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
|
|
|
|
#ifdef DX12_ENABLE_DEBUG_LAYER
|
|
IDXGIDebug1* pDebug = nullptr;
|
|
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 < APP_NUM_BACK_BUFFERS; i++)
|
|
{
|
|
ID3D12Resource* pBackBuffer = nullptr;
|
|
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
|
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]);
|
|
g_mainRenderTargetResource[i] = pBackBuffer;
|
|
}
|
|
}
|
|
|
|
void CleanupRenderTarget()
|
|
{
|
|
WaitForLastSubmittedFrame();
|
|
|
|
for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
|
|
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
|
|
}
|
|
|
|
void WaitForLastSubmittedFrame()
|
|
{
|
|
FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_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, nullptr };
|
|
DWORD numWaitableObjects = 1;
|
|
|
|
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % APP_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;
|
|
}
|
|
|
|
// 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
|
|
// 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, or clear/overwrite your copy of the mouse data.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
|
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 != nullptr && wParam != SIZE_MINIMIZED)
|
|
{
|
|
WaitForLastSubmittedFrame();
|
|
CleanupRenderTarget();
|
|
HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
|
|
assert(SUCCEEDED(result) && "Failed to resize swapchain.");
|
|
CreateRenderTarget();
|
|
}
|
|
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 ::DefWindowProcW(hWnd, msg, wParam, lParam);
|
|
}
|