b8ca49f7dc
5c1d2d1e4c5 Version 1.91.7 9f8481a842e (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_SpanTextWidth to ImGuiTreeNodeFlags_SpanLabelWidth. (#6937) 21902e2f536 Backends: SDL_GPU: fixed SDL_GPUViewport initialisation. (#8163, #7998, #7988) c38c18c1a07 Avoid using 1<<31 for ImGuiWindowFlags_NavFlattened as it seems to confuse some binding generators. c5f60942bdd Demo: tweak demo for ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 290e402a020 TreeNode, Tables: added ImGuiTreeNodeFlags_LabelSpanAllColumns. (#8318, #3565) 6fb7d442559 Backends: SDL2/SDL3: Comments. (#7672, #7670) 32cea853317 Debug Tools: Item Picker: Always available in menu. Tweak Demo Debug Options. (#2673, #1651) 00f12b9a09d InputText: Fixed not calling CallbackEdit on revert/clear with Escape key. (#8273) + rework comments. a604d4f717b Fixed IsItemDeactivated(), IsItemDeactivatedAfterEdit() to work when interrupted before/after the active id is submitted. (#5184, #5904, #6766, #8303, #8004) a28ffa81c4a Docs: added more references to IsKeyDown(), InFlags. (#8317) 1d962820d8b Error Handling: Turned common EndTable() and other TableXXX functions fail cases into recoverable errors. (#1651, #8314) 0b8ff4b2382 Backends, Examples: Vulkan: add IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE. use in descriptor pools sizes. (#6642) e7fb97208a8 Backends: Metal: Added missing IM_UNUSED (#8302) 596e09770d3 Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988) e7998492726 Backends: SDLGPU3: Added sdl_gpu backend (amends). (#8163, #7998, #7988) 8bbccf7a977 Backends: SDLGPU3: Added sdl_gpu backend. (#8163, #7998, #7988) 940d9540f3f Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300) c7983115e9f Fonts: Further tweaks for Ellipsis ("...") character width when automatically created from a single comma character: use AdvanceX as min. 90094a871a5 Fonts: Fixed miscalculation of Ellipsis ("...") character width when automatically created from a single comma character. 1c67a3412e1 BeginChild: also caller to manually set ImGuiNextWindowDataFlags_HasChildFlags / ChildFlags. (#8280) 2b8545684ca Refactor: moved Window Focus related functions to a dedicated section. bbbdc70f26b Refactor: moved FindBlockingModal() in its section. e6a7c7689f5 Backends: Metal: Fixed memory leaks. (#8276, #8166) 0514332474f Avoid clang/gcc warnings: -Wnontrivial-memaccess in backends. (#8295, #8129, #8135) 3115ae08159 Demo: Font selector combo sets default focus. cec8ff1885d Backends: Vulkan: Fixed building with using VK_NO_PROTOTYPES. (#8180) f04d3cbdaaf Backends: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. (#6969, #5834, #7468, #3590) af271e73303 Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState. 93a93071a27 Examples: Add Win32+Vulkan example, amends. (#8180) 38e606a153b Examples: Add Win32+Vulkan example. (#8180) a2e21727c01 Backends: Vulkan: moved helpers to backend: ImGui_ImplVulkanH_SelectPhysicalDevice(), ImGui_ImplVulkanH_SelectQueueFamilyIndex(). (#8180) dbf76f62f9e Update issue_template.yml e7e898ea179 Tables: Fixed TableAngledHeadersRow() creating an infinite horizontal scrolling region when the table is hosted in a viewport with negative coordinates. d0021e16215 Backends: Metal: Fixed resource leak when using multiple contexts. (#7419) 2f1194a2961 Demo: Added label edition to Property Editor demo + fix an ID issue. (#8266) 80aafbc81b0 Data types: moved ImGuiDataType_String to public API as a convenience enum value only. (#8266) f169102c8ea Misc: fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) a0f907933d8 Happy new year! c147a59bb0e Clarified alternative for ImGuiButtonFlags_Repeat being ImGuiItemFlags_ButtonRepeat. (#8293) 2d2c7d3f955 Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). 87f3109c1af Fix capitalization of ImGuiID in comment. (#8283) 6982ce43f5b InputText: fixed badly broken clipboard copy/bug (#8254, #8242) 18929bd6d6c Internals: merge ScaleWindowsInViewport() from docking branch. 2a600bddcbe ImGuiDebugLogFlags_EventFont should not be set by default (had no effect on master tho) 006721fbd6b Added ImFontAtlas section index in comments + minor tweaks to DX12 backends. 7219fa65c02 Revert "Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621)" 61d4bf95dc5 Fonts: Allowing PushFont()/PopFont() to be called outside the imgui frame scope. (#3621) d30e102f3ad Scrollbar, TestEngine: for consistency, scrollbars are registered in _Menu layer. 91e8f2b0feb Debug Tools: Debug Log: hovering 0xXXXXXXXX values in log is allowed even if a popup is blocking mouse access to the debug log window. (#5855) eed95027956 Error Handling: Fixed bugs recovering from within a table that created a child window, and from nested child windows. (#1651) fd932297703 Tables, MultiSelect: Fixed an issue where column width may be mismeasured when calling BeginMultiSelect() while inside a table. (#8250) 9b0e61aaaa7 InputText: sanity checks to e.g. detect non zero-terminated buffers + removed a redundant strlen() call during activation. ae839620b96 Docs: Updated EXAMPLES.md (#8246) 457fae24e7a Silence more zealous GCC warning. (#8241) cd6c83cdccb Fixes GCC warnings (#8241) 32f11402f96 InputText: use TextSrc more consistently to facilitate accessing user buffer in text processing code. (#8242) e900571ac24 InputText: Fixed issue when activating a ReadOnly field when the underlying value is being modified. (#8242) f31d53093b5 TestEngine: for consistency, title bar / window items are registered in _Menu layer. 13c4084362b Nav: Fixed an issue where Alt key would clear current active item on windows with the ImGuiWindowFlags_NoNavInputs flag. (#8231) f5f11e94be3 InputText: Fixed a bug where character replacements performed from a callback were not applied when pasting from clipbard. (#8229) 324d4bb1402 InputText: calling ReloadUserBuf doesn't clear undo stack. (#2890) 8237ab450e3 Drags, Sliders: store initial value on activation, as a convenience for some mods. (#8223) 4ad5496474b Drags: Added ImGuiSliderFlags_NoSpeedTweaks flag to disable keyboard modifiers altering the tweak speed. (#8223) f9f4e22f6f7 InputText: some tidying up. (#7925) 4cc464eadc1 BeginListBox(): Comments (#8220) 1d069cf4352 Fonts: store 0 for unset EllipsisChar/FallbackChar. Pull config in BuildLookupTable(). e487eb9da08 Backends: Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) f25665f3600 Version 1.91.7 WIP 993fa347495 Version 1.91.6 2ca83f0bc72 Fixed missing symbols when using IMGUI_DISABLE_DEMO_WINDOWS (e.g. with ImPlot) (#8221) c3ffd4c53e9 Misc: Added IMGUI_USE_LEGACY_CRC32_ADLER to use old tables. (#8169, #4933) d78e823449f InputText: added ImGuiInputTextFlags_ElideLeft. (#1442, #1440, #4391, #7208, #8216) d2645423de8 InputText: reactivating last activated InputText() doesn't restore horizontal scrolling. f3147f446a7 Backends: OpenGL3: call glGetString(GL_VERSION) even in GS ES 2.0 path. (#8197) 921c22f5adc Examples: GLFW+OpenGL3, SDL3+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) 6b348622bb8 Examples: SDL2+OpenGL3: Provide ES3 context creation code + failure handling. (#8197) fce07bb1cb4 Don't enable SSE4 under Emscripten - Fix. (#8213, #8169, #4933) 53dd7552dcb Backends: DX12: let the user specifies the DepthStencilView format. (#8217) 2671f68f7f8 Don't enable SSE4 under Emscripten (#8213, #8169, #4933) 3f3c62a3c99 ScrollbarEx: clarify use of flags and make them optional. (#8215) 18e5d769fd7 Backends: DX10: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 43fbd7ce840 Backends: standardized top of file comments. 566558b17c5 Replacing NULL with nullptr in examples/backends when they creeped back. (#6313, #7071, #4537) 6f6ac84228a Demo: Assets Browser: use correct axis for layout computation, to allow making items non-square. (#8207) 70b6ba42402 Clarify that IMGUI_USE_BGRA_PACKED_COLOR requires backend support. (#8201) 923ca4765a8 Backends: OpenGL3: Fix compile error with IMGUI_IMPL_OPENGL_ES2 and IMGUI_IMPL_OPENGL_DEBUG (#8197) 43c51eb12d1 Tables: fixed SetNextWindowScroll() value being ignored by BeginTable() during the first frame or when scrolling flags have changed. (#8196) ee2119d7cbe imgui_freetype: Fix build broken by 19a1f2a (#8107) 19a1f2a5d2c Fonts: fixed AddCustomRect() not being packed with TexGlyphPadding + not accounted in surface area. (#8107) 9b26743c6b3 SliderAngle: only write back to value v_rad on value_changed. (#8193) dda7672008e Backends: Vulkan: removed sizeof(ImTextureID) check. c1123fd8d05 Backends: Vulkan: small refactor to use a texture struct. 90dd510df1e Backends: DX11: create sampler outside of ImGui_ImplDX11_CreateFontsTexture(). 96877eb9c30 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. (#8172, #4867) 2d660108b27 Misc: amend crc32 to use _mm_crc32_u32. (#8169, #4933) 326dc95f9c7 Misc: use native crc32 instructions on SEE 4.2 targets. (#8169, #4933) e6dd8f626a1 Misc: changed CRC32 table to use crc32c polynomial in order to be compatible with SSE 4.2 instructions. (#8169, #4933) 61ab94d5534 Backends: Vulkan: Make descriptor pool optional (#8172, #4867) 9b273294377 Comments on ImageButton(). (#8165) + comments on Emscripten -sSINGLE_FILE option. (#8153) 5b7feebfd8f Backends: DX9: extract RGBA convert loop as we are going to need it more often. dfbf1b4f6b1 Backends: DX9: cache result of ImGui_ImplDX9_CheckFormatSupport() as we are going to need it more often. 20360e00ceb Merge miscellaneous small changes to reduce drift with texture update branch. 551b6c4d662 Tools: binary_to_compressed_c: added -u8/-u32/-base85 export options. d0e870aad2c Misc: changed embedded ProggyClean encoding to save a bit of binary space (~12kb to 9.5kb). (#8161) 5ae3dd52a07 Fonts: added IMGUI_DISABLE_DEFAULT_FONT macro. (#8161) eb0ad66d88d Demo: example tree used by Property Editor & Selection demos properly freed on app closure. (#8158) 142827f7d86 Backends: DX12: rework legacy path for handling ImGui_ImplDX12_Init() being called with space for a single descriptor. 08400f5be7f Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct. 40b2286d16e (Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators. 3260ea69545 Examples: Win32+DX12: Tweaks. 8be0723fb7a Amend Changelog to better document how changing button behavior of InputInt/InputFloat step buttons affected some mis-uses (#8149) e97b97467e4 Error Handling: fixed cases where recoverable error handling would crash. (#1651) 3381ab423b3 Version 1.91.6 WIP + fixed typo in tooltip. f401021d5a5 Version 1.91.5 31b967f098d Fix 01d27a4 (sorry I cherry-picked from wrong branch) 01d27a4acde Internals: added IM_LIKELY(), IM_UNLIKELY() helper macros (yet unused). Added ImFontGetCharAdvanceX() macro. 419a9ada16e Ignore clang warning Wnontrivial-memaccess (#8129, #8135) 17bd417a3d1 AddCustomRectFontGlyph: added storage for Colored bool in ImFontAtlasCustomRect. (#8133) 3b683927ee6 imgui_freetype: Fixed a crash in build font atlas when using merged fonts and the first font in a merged set has no loaded glyph. (#8081) 3543dfda953 Docs: document removal of ImFont const qualifier as potentially breaking. d97bbf19042 Tabs, Style: made ImGuiCol_TabDimmedSelectedOverline alpha 0 (not visible) in default styles. df0776e931d (Breaking) Removed ImGuiKey_COUNT. (#4921) 738d6db3e6b (Breaking) Removed used of ImGuiKey_KeysData_SIZE, ImGuiKey_KeysData_OFFSET. (#4921) 6f287dd16d5 (Breaking) Removed pre-1.87 obsolete io.KeyMap[], io.KeysDown[], io.NavInputs[]. Remove IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921) 57ab2b42260 Fixed unused function warning (#8130) ec2f1d69c8d Docs: word-wrap some the older changelogs. 63234f8dd0a InputText: Internals: rename CurLenA->TextLen, InitialTextA->TextToRevertTo. be2d006e2e7 Align warning blocks. Removed -Wunused-function, -Wmissing-prototypes from imgui_internal.h 88e232739bc Ignore clang warning Wnontrivial-memaccess (#8129) d4791f1bbef Fixed a comment typo. (#8128) 82d0584e7bb InputText: using CurLenA instead of TextA.Size for correctness. (#7925) 75f83de52ab InputText: fixed a bug (regression in 1.91.2) where modifying text buffer within a callback would sometimes prevents further appending to the buffer. (#7925) f77d22837c0 Examples: Android+OpenGL: Using ALooper_pollOnce() instead of ALooper_pollAll(). (#8013) 71c77c081ac Demo: added a "Windows" section. 772ca9e9a9d Log/Capture: added experimental io.ConfigWindowsCopyContentsWithCtrlC config option. f37a9a27e58 Log/Capture: reworked scope + decorating menus, tabs. a4fcc93f4af Log/Capture: renaming ImGuiLogType to ImGuiLogFlags 9a0dff1bc56 Buttons: using ImGuiItemFlags_ButtonRepeat makes default button behavior use PressedOnClick instead of PressedOnClickRelease when unspecified. 0bde57c25a9 Font, Misc: remove qualifier from most font functions. 3b8c7d0326d Backends: Win32: rework to add ImGui_ImplWin32_WndProcHandlerEx() not using current context (experimental). (#8069, #6293, #5856, #586) d67e2eea1a0 Backends: Win32: internal rename. 81b689b9693 Backends: OpenGL3: added additional debug GL_CALL enclosure for glCreateShader() calls. (#8104) 81cfe096578 Selectable, Style: selected Selectable() use _Header color instead of an arbitrary lerp between _Header and _HeaderHovered. (#8106, #1861) ccb6646baea Examples: added SDL3+Vulkan example. (#8084, #8085) 1039b7f543c Examples: added more build_win64.bat helpers. a908d73c16a Backends: avoid missing -Wmissing-declaration warning. (#8087, #7997) b4033b37ad7 Backends: WGPU: update for Dawn WGPU String usage. (#8082, #8083) a855bd8df3c Backends: SDL2: Replace SDL_Vulkan_GetDrawableSize() forward declaration with the actual include. (#8095, #7967, #3190) 06092a9756b Backends: SDL2, SDL3: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. (#4019, #6096, #1463) 062e580436e Fixed copy/paste error in DebugModeWindow() (#8094) 4994e75852a Backends: DX12: Unmap() call specify written range. 41f02825fc5 Version 1.91.5 WIP 99109c0b3b0 Amend Changelog, oops didn't get it in the previous commit. 83b64b8be22 Version 1.91.4 ab9ce2a927a Nav: added io.ConfigNavCursorVisibleAuto, io.ConfigNavCursorVisibleAlways. (#1074, #2048, #7237, #8059, #3200, #787) 3982cb35dcf Nav, Docs: consistently use "keyboard/gamepad" instead of sometimes "gamepad/keyboard". 1ff9768aa30 Nav: (Breaking) renamed ImGuiCol_NavHighlight to ImGuiCol_NavCursor. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 634a7ed9886 Nav: added SetNavCursorVisible(). (#1074, #2048, #7237, #8059) 0bae2db77fd Internals: (Breaking) renamed NavDisableMouseHover to NavHighlightItemUnderNav. 0536ace2b6c Internals: (Breaking) renamed RenderNavHighlight() to RenderNavCursor(), ImGuiNavHighlightFlags to ImGuiNavRenderCursorFlags. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 23b655f8e3a Internals: (Breaking) changed g.NavDisableHighlight to g.NavCursorVisible : same logic but inverted value. (#1074, #2048, #7237, #8059, #1712, #7370, #787) 7a56b411247 Nav: added io.ConfigNavEscapeClearFocusItem. (#8059, #2048, #1074, #3200) db26fe7ca8d Debug Tools: Metrics: Fixed a crash when browsing "InputText" section before using one. (#8071) 604f2fa84aa InputScalar: added an assert to clarify that ImGuiInputTextFlags_EnterReturnsTrue is not supported by InputFloat, InputInt etc. (#8065) 38617a5ad34 Internals: remove ImGuiInputTextFlags_NoMarkEdited and g.LockMarkEdited n favor of ImGuiItemFlags_NoMarkEdited. 0f6a463fae5 Internals: rename ImGuiTreeNodeStackData::InFlags and ImGuiNavItemData::InFlags to ItemFlags too. e6b5cafe65f Internals: rename ImGuiLastItemData::InFlags -> ItemFlags. ImGuiNextItemData::Flags -> HasFlags to avoid mistakes. 706438a43c3 Disabled: clicking a disabled item focuses parent window. Fix/amend 83ecc84. (#8064) 04d9a045570 imgui_freetype: Added support for plutosvg to render OpenType SVG fonts. (#7927, #7187 + #6591, #6607) 83ecc846dc4 Disabled: clicking a disabled item focuses parent window. (#8064) 67e5f3505d4 InvisibleButton: disable navigation properly + added ImGuiButtonFlags_EnableNav to enable navigation. (#8057) 971d243a872 Fixed typo (#8063) 49a9eee33f2 Commented out obsolete internals's SetItemUsingMouseWheel() (#2891), TreeNodeBehaviorIsOpen() (#4814, #5423, #282, #2958, #924) 50de550ecdd Tooltips: fixed incorrect tooltip positioning when using keyboard/gamepad navigation (1.91.3 regression). (#8036) 42f47590f98 Fixed ad37b79 breaking IsItemHovered()->IsItemFocused() passthrough for navigation. 97da66209cf Internals: removing ImGuiButtonFlags_Repeat (in favor of ImGuiItemFlags_ButtonRepeat), ImGuiButtonFlags_DontClosePopups (unused) 462d1674568 Nav: rectangle highlight not rendered for items with ImGuiItemFlags_NoNav. (#8057) ad37b79bca2 Nav: shallow tidying up. 626d358e55e Nav: fixed Ctrl+Tab so when starting with no focused window it starts from the top-most window. (#3200) b0010389011 Nav: added io.ConfigNavEscapeClearFocusWindow to clear focused window on Escape. (#3200) ba5161740ea Amend d885fe4, fixes default value of ConfigNavCaptureKeyboard. (#2517, #2009) d885fe4dd0c (Breaking) moved ImGuiConfigFlags_NavEnableSetMousePos -> io.ConfigNavMoveSetMousePos, ImGuiConfigFlags_NavNoCaptureKeyboard -> ConfigNavCaptureKeyboard. (#2517, #2009) 349af8766cb InputText: ensure mouse cursor is set regardless of whether keyboard mode is enabled or not. (#6417) 20ae8bd4c32 Error Handling: turned IsItemHovered()/IsWindowHovered() checks into IM_ASSERT_USER_ERROR. (#1651) c4bc6744824 IO: WantCaptureKeyboard is never set when ImGuiConfigFlags_NoKeyboard is enabled. (#4921) 98d52b7b26c DrawList: AddCallback() added an optional size parameter allowing to copy and store any amount of user data for usage by callbacks: (#6969, #4770, #7665) f29e505d94e CI: remove --disableLicenseExpirationCheck. a0b811dd373 Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616) 9fbc3134591 InputText: amend 661bba0. (#8048) 661bba09ce1 InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys. (#8048) f3d242a90d6 Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218) c3629adbeb2 Backends: Metal: fixed ImTextureID cast. (#1641) 6b8accbfa1b Fixed building when defining ImTextureID to a multi-token name. (#1641) 92b94980c69 (Breaking) Default ImTextureID to use a Im64 instead of void* (#1641) 19b494df89f Examples: DirectX12: update Windows SDK version. f890d853816 Backends: Fixed typo in comments from old wip work 'io.BackendRendererRenderState' -> 'platform_io.Renderer_RenderState'. (#6969, #5834, #7468, #3590 42206b3d513 Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502) 74dd38d27c9 Backends: Vulkan: fixed warnings when building in 32-bit mode. e94f95d82b9 Backends: DX11, DX12, Vulkan, WGPU: Expose some backend-specific render state usable for callbacks. (#6969, #5834, #7468, #3590) 9bd5d8a2405 Backends: misc renaming of locals. Use 'draw_list' instead of 'cmd_list'. Avoid using 'ctx'. 1dde20ff4a1 Version 1.91.4 WIP git-subtree-dir: external/imgui/imgui git-subtree-split: 5c1d2d1e4c562a2ed3efbc64476e703a655b45fd
834 lines
38 KiB
C++
834 lines
38 KiB
C++
// dear imgui: Renderer Backend for DirectX12
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
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// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
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// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
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// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
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// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Various minor tidying up.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
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// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
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// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
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// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_dx12.h"
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// DirectX
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX12 data
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struct ImGui_ImplDX12_RenderBuffers;
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struct ImGui_ImplDX12_Texture
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{
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ID3D12Resource* pTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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};
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struct ImGui_ImplDX12_Data
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{
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ImGui_ImplDX12_InitInfo InitInfo;
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ID3D12Device* pd3dDevice;
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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DXGI_FORMAT RTVFormat;
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DXGI_FORMAT DSVFormat;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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ImGui_ImplDX12_RenderBuffers* pFrameResources;
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UINT frameIndex;
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ImGui_ImplDX12_Texture FontTexture;
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bool LegacySingleDescriptorUsed;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Buffers used during the rendering of a frame
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struct ImGui_ImplDX12_RenderBuffers
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{
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ID3D12Resource* IndexBuffer;
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ID3D12Resource* VertexBuffer;
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int IndexBufferSize;
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int VertexBufferSize;
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};
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struct VERTEX_CONSTANT_BUFFER_DX12
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{
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float mvp[4][4];
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};
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// Functions
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
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{
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
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}
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// Setup viewport
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D3D12_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D12_VIEWPORT));
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0.0f;
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command_list->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
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vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
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vbv.SizeInBytes = fr->VertexBufferSize * stride;
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vbv.StrideInBytes = stride;
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command_list->IASetVertexBuffers(0, 1, &vbv);
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D3D12_INDEX_BUFFER_VIEW ibv;
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memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
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ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
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ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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command_list->IASetIndexBuffer(&ibv);
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command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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command_list->SetPipelineState(bd->pPipelineState);
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command_list->SetGraphicsRootSignature(bd->pRootSignature);
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command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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// Setup blend factor
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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command_list->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = nullptr;
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// FIXME: I'm assuming that this only gets called once per frame!
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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bd->frameIndex = bd->frameIndex + 1;
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ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
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{
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SafeRelease(fr->VertexBuffer);
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
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return;
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}
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if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
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{
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SafeRelease(fr->IndexBuffer);
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
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return;
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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// During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
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void* vtx_resource, *idx_resource;
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D3D12_RANGE range = { 0, 0 };
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if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
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return;
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if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += draw_list->VtxBuffer.Size;
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idx_dst += draw_list->IdxBuffer.Size;
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}
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// During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only)
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range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource);
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IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert));
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fr->VertexBuffer->Unmap(0, &range);
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range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource);
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IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx));
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fr->IndexBuffer->Unmap(0, &range);
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// Setup desired DX state
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ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
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// Setup render state structure (for callbacks and custom texture bindings)
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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ImGui_ImplDX12_RenderState render_state;
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render_state.Device = bd->pd3dDevice;
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render_state.CommandList = command_list;
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platform_io.Renderer_RenderState = &render_state;
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply scissor/clipping rectangle
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const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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command_list->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
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texture_handle.ptr = (UINT64)pcmd->GetTexID();
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command_list->SetGraphicsRootDescriptorTable(1, texture_handle);
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command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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}
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = nullptr;
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}
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static void ImGui_ImplDX12_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
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{
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_DEFAULT;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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desc.Alignment = 0;
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desc.Width = width;
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desc.Height = height;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* pTexture = nullptr;
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bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
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UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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UINT uploadSize = height * uploadPitch;
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Alignment = 0;
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desc.Width = uploadSize;
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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|
desc.SampleDesc.Quality = 0;
|
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
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|
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
|
|
ID3D12Resource* uploadBuffer = nullptr;
|
|
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
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|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
void* mapped = nullptr;
|
|
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 = nullptr;
|
|
hr = bd->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 != nullptr);
|
|
|
|
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
|
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
|
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
|
queueDesc.NodeMask = 1;
|
|
|
|
ID3D12CommandQueue* cmdQueue = nullptr;
|
|
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
ID3D12CommandAllocator* cmdAlloc = nullptr;
|
|
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
ID3D12GraphicsCommandList* cmdList = nullptr;
|
|
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
|
|
cmdList->ResourceBarrier(1, &barrier);
|
|
|
|
hr = cmdList->Close();
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
|
|
hr = cmdQueue->Signal(fence, 1);
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
fence->SetEventOnCompletion(1, event);
|
|
::WaitForSingleObject(event, INFINITE);
|
|
|
|
cmdList->Release();
|
|
cmdAlloc->Release();
|
|
cmdQueue->Release();
|
|
::CloseHandle(event);
|
|
fence->Release();
|
|
uploadBuffer->Release();
|
|
|
|
// Create texture view
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
|
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle);
|
|
SafeRelease(font_tex->pTextureResource);
|
|
font_tex->pTextureResource = pTexture;
|
|
}
|
|
|
|
// Store our identifier
|
|
io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr);
|
|
}
|
|
|
|
bool ImGui_ImplDX12_CreateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
if (!bd || !bd->pd3dDevice)
|
|
return false;
|
|
if (bd->pPipelineState)
|
|
ImGui_ImplDX12_InvalidateDeviceObjects();
|
|
|
|
// Create the root signature
|
|
{
|
|
D3D12_DESCRIPTOR_RANGE descRange = {};
|
|
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
|
descRange.NumDescriptors = 1;
|
|
descRange.BaseShaderRegister = 0;
|
|
descRange.RegisterSpace = 0;
|
|
descRange.OffsetInDescriptorsFromTableStart = 0;
|
|
|
|
D3D12_ROOT_PARAMETER param[2] = {};
|
|
|
|
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
|
param[0].Constants.ShaderRegister = 0;
|
|
param[0].Constants.RegisterSpace = 0;
|
|
param[0].Constants.Num32BitValues = 16;
|
|
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
|
|
|
|
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
|
param[1].DescriptorTable.NumDescriptorRanges = 1;
|
|
param[1].DescriptorTable.pDescriptorRanges = &descRange;
|
|
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
|
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
|
|
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
|
|
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
|
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
|
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
|
staticSampler.MipLODBias = 0.f;
|
|
staticSampler.MaxAnisotropy = 0;
|
|
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
|
|
staticSampler.MinLOD = 0.f;
|
|
staticSampler.MaxLOD = 0.f;
|
|
staticSampler.ShaderRegister = 0;
|
|
staticSampler.RegisterSpace = 0;
|
|
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
D3D12_ROOT_SIGNATURE_DESC desc = {};
|
|
desc.NumParameters = _countof(param);
|
|
desc.pParameters = param;
|
|
desc.NumStaticSamplers = 1;
|
|
desc.pStaticSamplers = &staticSampler;
|
|
desc.Flags =
|
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
|
|
|
|
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
|
|
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
|
|
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
|
|
if (d3d12_dll == nullptr)
|
|
{
|
|
// Attempt to load d3d12.dll from local directories. This will only succeed if
|
|
// (1) the current OS is Windows 7, and
|
|
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
|
|
// See https://github.com/ocornut/imgui/pull/3696 for details.
|
|
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
|
|
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
|
|
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
|
|
break;
|
|
|
|
// If failed, we are on Windows >= 10.
|
|
if (d3d12_dll == nullptr)
|
|
d3d12_dll = ::LoadLibraryA("d3d12.dll");
|
|
|
|
if (d3d12_dll == nullptr)
|
|
return false;
|
|
}
|
|
|
|
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
|
|
if (D3D12SerializeRootSignatureFn == nullptr)
|
|
return false;
|
|
|
|
ID3DBlob* blob = nullptr;
|
|
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
|
return false;
|
|
|
|
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
|
|
blob->Release();
|
|
}
|
|
|
|
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
|
// If you would like to use this DX12 sample code but remove this dependency you can:
|
|
// 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
|
|
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
|
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
|
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
|
|
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
|
|
psoDesc.NodeMask = 1;
|
|
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
psoDesc.pRootSignature = bd->pRootSignature;
|
|
psoDesc.SampleMask = UINT_MAX;
|
|
psoDesc.NumRenderTargets = 1;
|
|
psoDesc.RTVFormats[0] = bd->RTVFormat;
|
|
psoDesc.DSVFormat = bd->DSVFormat;
|
|
psoDesc.SampleDesc.Count = 1;
|
|
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
|
|
|
ID3DBlob* vertexShaderBlob;
|
|
ID3DBlob* pixelShaderBlob;
|
|
|
|
// Create the vertex shader
|
|
{
|
|
static const char* vertexShader =
|
|
"cbuffer vertexBuffer : register(b0) \
|
|
{\
|
|
float4x4 ProjectionMatrix; \
|
|
};\
|
|
struct VS_INPUT\
|
|
{\
|
|
float2 pos : POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
\
|
|
struct PS_INPUT\
|
|
{\
|
|
float4 pos : SV_POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
\
|
|
PS_INPUT main(VS_INPUT input)\
|
|
{\
|
|
PS_INPUT output;\
|
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
|
output.col = input.col;\
|
|
output.uv = input.uv;\
|
|
return output;\
|
|
}";
|
|
|
|
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
|
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
|
|
|
|
// Create the input layout
|
|
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
|
|
{
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
};
|
|
psoDesc.InputLayout = { local_layout, 3 };
|
|
}
|
|
|
|
// Create the pixel shader
|
|
{
|
|
static const char* pixelShader =
|
|
"struct PS_INPUT\
|
|
{\
|
|
float4 pos : SV_POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
SamplerState sampler0 : register(s0);\
|
|
Texture2D texture0 : register(t0);\
|
|
\
|
|
float4 main(PS_INPUT input) : SV_Target\
|
|
{\
|
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
|
return out_col; \
|
|
}";
|
|
|
|
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
|
|
{
|
|
vertexShaderBlob->Release();
|
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
}
|
|
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
|
|
}
|
|
|
|
// Create the blending setup
|
|
{
|
|
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
|
|
desc.AlphaToCoverageEnable = false;
|
|
desc.RenderTarget[0].BlendEnable = true;
|
|
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
|
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
|
}
|
|
|
|
// Create the rasterizer state
|
|
{
|
|
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
|
|
desc.FillMode = D3D12_FILL_MODE_SOLID;
|
|
desc.CullMode = D3D12_CULL_MODE_NONE;
|
|
desc.FrontCounterClockwise = FALSE;
|
|
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
|
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
|
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
|
desc.DepthClipEnable = true;
|
|
desc.MultisampleEnable = FALSE;
|
|
desc.AntialiasedLineEnable = FALSE;
|
|
desc.ForcedSampleCount = 0;
|
|
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
|
|
}
|
|
|
|
// Create depth-stencil State
|
|
{
|
|
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
|
|
desc.DepthEnable = false;
|
|
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
|
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
desc.StencilEnable = false;
|
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
|
|
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
desc.BackFace = desc.FrontFace;
|
|
}
|
|
|
|
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
|
vertexShaderBlob->Release();
|
|
pixelShaderBlob->Release();
|
|
if (result_pipeline_state != S_OK)
|
|
return false;
|
|
|
|
ImGui_ImplDX12_CreateFontsTexture();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
if (!bd || !bd->pd3dDevice)
|
|
return;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
SafeRelease(bd->pRootSignature);
|
|
SafeRelease(bd->pPipelineState);
|
|
|
|
// Free SRV descriptor used by texture
|
|
ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
|
|
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle);
|
|
SafeRelease(font_tex->pTextureResource);
|
|
io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well.
|
|
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
|
{
|
|
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
|
SafeRelease(fr->IndexBuffer);
|
|
SafeRelease(fr->VertexBuffer);
|
|
}
|
|
}
|
|
|
|
bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
|
|
bd->InitInfo = *init_info; // Deep copy
|
|
init_info = &bd->InitInfo;
|
|
|
|
bd->pd3dDevice = init_info->Device;
|
|
bd->RTVFormat = init_info->RTVFormat;
|
|
bd->DSVFormat = init_info->DSVFormat;
|
|
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
|
bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
|
|
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_dx12";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
if (init_info->SrvDescriptorAllocFn == nullptr)
|
|
{
|
|
// Wrap legacy behavior of passing space for a single descriptor
|
|
IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
|
|
init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd->LegacySingleDescriptorUsed == false);
|
|
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
|
|
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
|
|
bd->LegacySingleDescriptorUsed = true;
|
|
};
|
|
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
|
|
bd->LegacySingleDescriptorUsed = false;
|
|
};
|
|
}
|
|
#endif
|
|
|
|
// Allocate 1 SRV descriptor for the font texture
|
|
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
|
|
init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
|
|
|
|
// Create buffers with a default size (they will later be grown as needed)
|
|
bd->frameIndex = UINT_MAX;
|
|
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight];
|
|
for (int i = 0; i < (int)bd->numFramesInFlight; i++)
|
|
{
|
|
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
|
|
fr->IndexBuffer = nullptr;
|
|
fr->VertexBuffer = nullptr;
|
|
fr->IndexBufferSize = 10000;
|
|
fr->VertexBufferSize = 5000;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
// Legacy initialization API Obsoleted in 1.91.5
|
|
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
|
|
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
|
{
|
|
ImGui_ImplDX12_InitInfo init_info;
|
|
init_info.Device = device;
|
|
init_info.NumFramesInFlight = num_frames_in_flight;
|
|
init_info.RTVFormat = rtv_format;
|
|
init_info.SrvDescriptorHeap = srv_descriptor_heap;
|
|
init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
|
|
init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;;
|
|
return ImGui_ImplDX12_Init(&init_info);
|
|
}
|
|
#endif
|
|
|
|
void ImGui_ImplDX12_Shutdown()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Clean up windows and device objects
|
|
ImGui_ImplDX12_InvalidateDeviceObjects();
|
|
delete[] bd->pFrameResources;
|
|
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplDX12_NewFrame()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
|
|
|
|
if (!bd->pPipelineState)
|
|
ImGui_ImplDX12_CreateDeviceObjects();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|