diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index d3962a3..1ee7e34 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -146,13 +146,15 @@
-
+
+
-
+
+
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index d3962a3..1ee7e34 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -146,13 +146,15 @@
-
+
+
-
+
+
diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
index 6baac59..43fdeba 100644
--- a/examples/directx12_example/directx12_example.vcxproj.filters
+++ b/examples/directx12_example/directx12_example.vcxproj.filters
@@ -15,12 +15,15 @@
imgui
-
- sources
-
imgui
+
+ sources
+
+
+ sources
+
@@ -29,15 +32,18 @@
sources
-
- sources
-
imgui
imgui
+
+ sources
+
+
+ sources
+
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index d3962a3..1ee7e34 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -146,13 +146,15 @@
-
+
+
-
+
+
diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
index 6baac59..43fdeba 100644
--- a/examples/directx12_example/directx12_example.vcxproj.filters
+++ b/examples/directx12_example/directx12_example.vcxproj.filters
@@ -15,12 +15,15 @@
imgui
-
- sources
-
imgui
+
+ sources
+
+
+ sources
+
@@ -29,15 +32,18 @@
sources
-
- sources
-
imgui
imgui
+
+ sources
+
+
+ sources
+
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp
deleted file mode 100644
index beb48b9..0000000
--- a/examples/directx12_example/imgui_impl_dx12.cpp
+++ /dev/null
@@ -1,811 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
-
-#include "imgui.h"
-#include "imgui_impl_dx12.h"
-
-// DirectX
-#include
-#include
-
-// Win32 data
-static HWND g_hWnd = 0;
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
-
-// DirectX data
-static ID3D12Device* g_pd3dDevice = NULL;
-static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
-static ID3D10Blob* g_pVertexShaderBlob = NULL;
-static ID3D10Blob* g_pPixelShaderBlob = NULL;
-static ID3D12RootSignature* g_pRootSignature = NULL;
-static ID3D12PipelineState* g_pPipelineState = NULL;
-static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource* g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-
-struct FrameResources
-{
- ID3D12Resource* IB;
- ID3D12Resource* VB;
- int VertexBufferSize;
- int IndexBufferSize;
-};
-static FrameResources* g_pFrameResources = NULL;
-static UINT g_numFramesInFlight = 0;
-static UINT g_frameIndex = UINT_MAX;
-
-struct VERTEX_CONSTANT_BUFFER
-{
- float mvp[4][4];
-};
-
-// Render function
-// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
-void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
-{
- // NOTE: I'm assuming that this only get's called once per frame!
- // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
- g_frameIndex = g_frameIndex + 1;
- FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
- ID3D12Resource* g_pVB = frameResources->VB;
- ID3D12Resource* g_pIB = frameResources->IB;
- int g_VertexBufferSize = frameResources->VertexBufferSize;
- int g_IndexBufferSize = frameResources->IndexBufferSize;
- ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
-
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
- return;
- frameResources->VB = g_pVB;
- frameResources->VertexBufferSize = g_VertexBufferSize;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
- return;
- frameResources->IB = g_pIB;
- frameResources->IndexBufferSize = g_IndexBufferSize;
- }
-
- // Copy and convert all vertices into a single contiguous buffer
- void* vtx_resource, *idx_resource;
- D3D12_RANGE range;
- memset(&range, 0, sizeof(D3D12_RANGE));
- if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
- return;
- if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- g_pVB->Unmap(0, &range);
- g_pIB->Unmap(0, &range);
-
- // Setup orthographic projection matrix into our constant buffer
- VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
- {
- VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
- float L = 0.0f;
- float R = ImGui::GetIO().DisplaySize.x;
- float B = ImGui::GetIO().DisplaySize.y;
- float T = 0.0f;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- }
-
- // Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0.0f;
- ctx->RSSetViewports(1, &vp);
-
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- D3D12_VERTEX_BUFFER_VIEW vbv;
- memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
- vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
- vbv.SizeInBytes = g_VertexBufferSize * stride;
- vbv.StrideInBytes = stride;
- ctx->IASetVertexBuffers(0, 1, &vbv);
- D3D12_INDEX_BUFFER_VIEW ibv;
- memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
- ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
- ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
- ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
- ctx->IASetIndexBuffer(&ibv);
- ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(g_pPipelineState);
- ctx->SetGraphicsRootSignature(g_pRootSignature);
- ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
-
- // Setup render state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendFactor(blend_factor);
-
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.Size;
- }
-}
-
-static void ImGui_ImplWin32_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
- }
- else
- {
- // Hardware cursor type
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- }
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
- }
-}
-
-// Process Win32 mouse/keyboard inputs.
-// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
-// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
-
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) button = 0;
- if (msg == WM_RBUTTONUP) button = 1;
- if (msg == WM_MBUTTONUP) button = 2;
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT)
- {
- ImGui_ImplWin32_UpdateMouseCursor();
- return 1;
- }
- return 0;
- }
- return 0;
-}
-
-static void ImGui_ImplDX12_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Upload texture to graphics system
- {
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_DEFAULT;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- D3D12_RESOURCE_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- desc.Alignment = 0;
- desc.Width = width;
- desc.Height = height;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- ID3D12Resource* pTexture = NULL;
- g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
-
- UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
- UINT uploadSize = height * uploadPitch;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Alignment = 0;
- desc.Width = uploadSize;
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
- IM_ASSERT(SUCCEEDED(hr));
-
- void* mapped = NULL;
- D3D12_RANGE range = { 0, uploadSize };
- hr = uploadBuffer->Map(0, &range, &mapped);
- IM_ASSERT(SUCCEEDED(hr));
- for (int y = 0; y < height; y++)
- memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- uploadBuffer->Unmap(0, &range);
-
- D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
- srcLocation.pResource = uploadBuffer;
- srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srcLocation.PlacedFootprint.Footprint.Width = width;
- srcLocation.PlacedFootprint.Footprint.Height = height;
- srcLocation.PlacedFootprint.Footprint.Depth = 1;
- srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
-
- D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
- dstLocation.pResource = pTexture;
- dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dstLocation.SubresourceIndex = 0;
-
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = pTexture;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
-
- ID3D12Fence* fence = NULL;
- hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
- IM_ASSERT(SUCCEEDED(hr));
-
- HANDLE event = CreateEvent(0, 0, 0, 0);
- IM_ASSERT(event != NULL);
-
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.NodeMask = 1;
-
- ID3D12CommandQueue* cmdQueue = NULL;
- hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12CommandAllocator* cmdAlloc = NULL;
- hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12GraphicsCommandList* cmdList = NULL;
- hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
- cmdList->ResourceBarrier(1, &barrier);
-
- hr = cmdList->Close();
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
- hr = cmdQueue->Signal(fence, 1);
- IM_ASSERT(SUCCEEDED(hr));
-
- fence->SetEventOnCompletion(1, event);
- WaitForSingleObject(event, INFINITE);
-
- cmdList->Release();
- cmdAlloc->Release();
- cmdQueue->Release();
- CloseHandle(event);
- fence->Release();
- uploadBuffer->Release();
-
- // Create texture view
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
- if (g_pFontTextureResource != NULL)
- g_pFontTextureResource->Release();
- g_pFontTextureResource = pTexture;
- }
-
- // Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
- io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
-}
-
-bool ImGui_ImplDX12_CreateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return false;
- if (g_pPipelineState)
- ImGui_ImplDX12_InvalidateDeviceObjects();
-
- // Create the root signature
- {
- D3D12_DESCRIPTOR_RANGE descRange = {};
- descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- descRange.NumDescriptors = 1;
- descRange.BaseShaderRegister = 0;
- descRange.RegisterSpace = 0;
- descRange.OffsetInDescriptorsFromTableStart = 0;
-
- D3D12_ROOT_PARAMETER param[2] = {};
-
- param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
- param[0].Constants.ShaderRegister = 0;
- param[0].Constants.RegisterSpace = 0;
- param[0].Constants.Num32BitValues = 16;
- param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
-
- param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param[1].DescriptorTable.NumDescriptorRanges = 1;
- param[1].DescriptorTable.pDescriptorRanges = &descRange;
- param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_STATIC_SAMPLER_DESC staticSampler = {};
- staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.MipLODBias = 0.f;
- staticSampler.MaxAnisotropy = 0;
- staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- staticSampler.MinLOD = 0.f;
- staticSampler.MaxLOD = 0.f;
- staticSampler.ShaderRegister = 0;
- staticSampler.RegisterSpace = 0;
- staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_ROOT_SIGNATURE_DESC desc = {};
- desc.NumParameters = _countof(param);
- desc.pParameters = param;
- desc.NumStaticSamplers = 1;
- desc.pStaticSamplers = &staticSampler;
- desc.Flags =
- D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
-
- ID3DBlob* blob = NULL;
- if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
- return false;
-
- g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
- blob->Release();
- }
-
- // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX12 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
-
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
- memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
- psoDesc.NodeMask = 1;
- psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = g_pRootSignature;
- psoDesc.SampleMask = UINT_MAX;
- psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = g_RTVFormat;
- psoDesc.SampleDesc.Count = 1;
- psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
-
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
-
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
- if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
-
- // Create the input layout
- static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- };
- psoDesc.InputLayout = { local_layout, 3 };
- }
-
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- SamplerState sampler0 : register(s0);\
- Texture2D texture0 : register(t0);\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
-
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
- }
-
- // Create the blending setup
- {
- D3D12_BLEND_DESC& desc = psoDesc.BlendState;
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
- }
-
- // Create the rasterizer state
- {
- D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
- desc.FillMode = D3D12_FILL_MODE_SOLID;
- desc.CullMode = D3D12_CULL_MODE_NONE;
- desc.FrontCounterClockwise = FALSE;
- desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
- desc.DepthClipEnable = true;
- desc.MultisampleEnable = FALSE;
- desc.AntialiasedLineEnable = FALSE;
- desc.ForcedSampleCount = 0;
- desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- }
-
- // Create depth-stencil State
- {
- D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.BackFace = desc.FrontFace;
- }
-
- if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
- return false;
-
- ImGui_ImplDX12_CreateFontsTexture();
-
- return true;
-}
-
-void ImGui_ImplDX12_InvalidateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return;
-
- if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
- if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
- if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
- if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
- if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
- if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
- }
-}
-
-bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
-{
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- g_RTVFormat = rtv_format;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_pFrameResources = new FrameResources [num_frames_in_flight];
- g_numFramesInFlight = num_frames_in_flight;
- g_frameIndex = UINT_MAX;
-
- for (int i = 0; i < num_frames_in_flight; i++)
- {
- g_pFrameResources[i].IB = NULL;
- g_pFrameResources[i].VB = NULL;
- g_pFrameResources[i].VertexBufferSize = 5000;
- g_pFrameResources[i].IndexBufferSize = 10000;
- }
-
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
-
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- io.ImeWindowHandle = g_hWnd;
-
- return true;
-}
-
-void ImGui_ImplDX12_Shutdown()
-{
- ImGui_ImplDX12_InvalidateDeviceObjects();
- delete[] g_pFrameResources;
- g_pd3dDevice = NULL;
- g_hWnd = (HWND)0;
- g_pd3dCommandList = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_pFrameResources = NULL;
- g_numFramesInFlight = 0;
- g_frameIndex = UINT_MAX;
-}
-
-void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
-{
- if (!g_pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
-
- g_pd3dCommandList = command_list;
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
- // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
- if (io.WantMoveMouse)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- ClientToScreen(g_hWnd, &pos);
- SetCursorPos(pos.x, pos.y);
- }
-
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
- {
- g_LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
-
- // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
- ImGui::NewFrame();
-}
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index d3962a3..1ee7e34 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -146,13 +146,15 @@
-
+
+
-
+
+
diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
index 6baac59..43fdeba 100644
--- a/examples/directx12_example/directx12_example.vcxproj.filters
+++ b/examples/directx12_example/directx12_example.vcxproj.filters
@@ -15,12 +15,15 @@
imgui
-
- sources
-
imgui
+
+ sources
+
+
+ sources
+
@@ -29,15 +32,18 @@
sources
-
- sources
-
imgui
imgui
+
+ sources
+
+
+ sources
+
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp
deleted file mode 100644
index beb48b9..0000000
--- a/examples/directx12_example/imgui_impl_dx12.cpp
+++ /dev/null
@@ -1,811 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
-
-#include "imgui.h"
-#include "imgui_impl_dx12.h"
-
-// DirectX
-#include
-#include
-
-// Win32 data
-static HWND g_hWnd = 0;
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
-
-// DirectX data
-static ID3D12Device* g_pd3dDevice = NULL;
-static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
-static ID3D10Blob* g_pVertexShaderBlob = NULL;
-static ID3D10Blob* g_pPixelShaderBlob = NULL;
-static ID3D12RootSignature* g_pRootSignature = NULL;
-static ID3D12PipelineState* g_pPipelineState = NULL;
-static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource* g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-
-struct FrameResources
-{
- ID3D12Resource* IB;
- ID3D12Resource* VB;
- int VertexBufferSize;
- int IndexBufferSize;
-};
-static FrameResources* g_pFrameResources = NULL;
-static UINT g_numFramesInFlight = 0;
-static UINT g_frameIndex = UINT_MAX;
-
-struct VERTEX_CONSTANT_BUFFER
-{
- float mvp[4][4];
-};
-
-// Render function
-// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
-void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
-{
- // NOTE: I'm assuming that this only get's called once per frame!
- // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
- g_frameIndex = g_frameIndex + 1;
- FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
- ID3D12Resource* g_pVB = frameResources->VB;
- ID3D12Resource* g_pIB = frameResources->IB;
- int g_VertexBufferSize = frameResources->VertexBufferSize;
- int g_IndexBufferSize = frameResources->IndexBufferSize;
- ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
-
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
- return;
- frameResources->VB = g_pVB;
- frameResources->VertexBufferSize = g_VertexBufferSize;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
- return;
- frameResources->IB = g_pIB;
- frameResources->IndexBufferSize = g_IndexBufferSize;
- }
-
- // Copy and convert all vertices into a single contiguous buffer
- void* vtx_resource, *idx_resource;
- D3D12_RANGE range;
- memset(&range, 0, sizeof(D3D12_RANGE));
- if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
- return;
- if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- g_pVB->Unmap(0, &range);
- g_pIB->Unmap(0, &range);
-
- // Setup orthographic projection matrix into our constant buffer
- VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
- {
- VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
- float L = 0.0f;
- float R = ImGui::GetIO().DisplaySize.x;
- float B = ImGui::GetIO().DisplaySize.y;
- float T = 0.0f;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- }
-
- // Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0.0f;
- ctx->RSSetViewports(1, &vp);
-
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- D3D12_VERTEX_BUFFER_VIEW vbv;
- memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
- vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
- vbv.SizeInBytes = g_VertexBufferSize * stride;
- vbv.StrideInBytes = stride;
- ctx->IASetVertexBuffers(0, 1, &vbv);
- D3D12_INDEX_BUFFER_VIEW ibv;
- memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
- ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
- ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
- ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
- ctx->IASetIndexBuffer(&ibv);
- ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(g_pPipelineState);
- ctx->SetGraphicsRootSignature(g_pRootSignature);
- ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
-
- // Setup render state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendFactor(blend_factor);
-
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.Size;
- }
-}
-
-static void ImGui_ImplWin32_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
- }
- else
- {
- // Hardware cursor type
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- }
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
- }
-}
-
-// Process Win32 mouse/keyboard inputs.
-// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
-// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
-
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) button = 0;
- if (msg == WM_RBUTTONUP) button = 1;
- if (msg == WM_MBUTTONUP) button = 2;
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT)
- {
- ImGui_ImplWin32_UpdateMouseCursor();
- return 1;
- }
- return 0;
- }
- return 0;
-}
-
-static void ImGui_ImplDX12_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Upload texture to graphics system
- {
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_DEFAULT;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- D3D12_RESOURCE_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- desc.Alignment = 0;
- desc.Width = width;
- desc.Height = height;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- ID3D12Resource* pTexture = NULL;
- g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
-
- UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
- UINT uploadSize = height * uploadPitch;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Alignment = 0;
- desc.Width = uploadSize;
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
- IM_ASSERT(SUCCEEDED(hr));
-
- void* mapped = NULL;
- D3D12_RANGE range = { 0, uploadSize };
- hr = uploadBuffer->Map(0, &range, &mapped);
- IM_ASSERT(SUCCEEDED(hr));
- for (int y = 0; y < height; y++)
- memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- uploadBuffer->Unmap(0, &range);
-
- D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
- srcLocation.pResource = uploadBuffer;
- srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srcLocation.PlacedFootprint.Footprint.Width = width;
- srcLocation.PlacedFootprint.Footprint.Height = height;
- srcLocation.PlacedFootprint.Footprint.Depth = 1;
- srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
-
- D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
- dstLocation.pResource = pTexture;
- dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dstLocation.SubresourceIndex = 0;
-
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = pTexture;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
-
- ID3D12Fence* fence = NULL;
- hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
- IM_ASSERT(SUCCEEDED(hr));
-
- HANDLE event = CreateEvent(0, 0, 0, 0);
- IM_ASSERT(event != NULL);
-
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.NodeMask = 1;
-
- ID3D12CommandQueue* cmdQueue = NULL;
- hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12CommandAllocator* cmdAlloc = NULL;
- hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12GraphicsCommandList* cmdList = NULL;
- hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
- cmdList->ResourceBarrier(1, &barrier);
-
- hr = cmdList->Close();
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
- hr = cmdQueue->Signal(fence, 1);
- IM_ASSERT(SUCCEEDED(hr));
-
- fence->SetEventOnCompletion(1, event);
- WaitForSingleObject(event, INFINITE);
-
- cmdList->Release();
- cmdAlloc->Release();
- cmdQueue->Release();
- CloseHandle(event);
- fence->Release();
- uploadBuffer->Release();
-
- // Create texture view
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
- if (g_pFontTextureResource != NULL)
- g_pFontTextureResource->Release();
- g_pFontTextureResource = pTexture;
- }
-
- // Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
- io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
-}
-
-bool ImGui_ImplDX12_CreateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return false;
- if (g_pPipelineState)
- ImGui_ImplDX12_InvalidateDeviceObjects();
-
- // Create the root signature
- {
- D3D12_DESCRIPTOR_RANGE descRange = {};
- descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- descRange.NumDescriptors = 1;
- descRange.BaseShaderRegister = 0;
- descRange.RegisterSpace = 0;
- descRange.OffsetInDescriptorsFromTableStart = 0;
-
- D3D12_ROOT_PARAMETER param[2] = {};
-
- param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
- param[0].Constants.ShaderRegister = 0;
- param[0].Constants.RegisterSpace = 0;
- param[0].Constants.Num32BitValues = 16;
- param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
-
- param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param[1].DescriptorTable.NumDescriptorRanges = 1;
- param[1].DescriptorTable.pDescriptorRanges = &descRange;
- param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_STATIC_SAMPLER_DESC staticSampler = {};
- staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.MipLODBias = 0.f;
- staticSampler.MaxAnisotropy = 0;
- staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- staticSampler.MinLOD = 0.f;
- staticSampler.MaxLOD = 0.f;
- staticSampler.ShaderRegister = 0;
- staticSampler.RegisterSpace = 0;
- staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_ROOT_SIGNATURE_DESC desc = {};
- desc.NumParameters = _countof(param);
- desc.pParameters = param;
- desc.NumStaticSamplers = 1;
- desc.pStaticSamplers = &staticSampler;
- desc.Flags =
- D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
-
- ID3DBlob* blob = NULL;
- if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
- return false;
-
- g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
- blob->Release();
- }
-
- // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX12 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
-
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
- memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
- psoDesc.NodeMask = 1;
- psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = g_pRootSignature;
- psoDesc.SampleMask = UINT_MAX;
- psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = g_RTVFormat;
- psoDesc.SampleDesc.Count = 1;
- psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
-
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
-
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
- if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
-
- // Create the input layout
- static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- };
- psoDesc.InputLayout = { local_layout, 3 };
- }
-
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- SamplerState sampler0 : register(s0);\
- Texture2D texture0 : register(t0);\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
-
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
- }
-
- // Create the blending setup
- {
- D3D12_BLEND_DESC& desc = psoDesc.BlendState;
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
- }
-
- // Create the rasterizer state
- {
- D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
- desc.FillMode = D3D12_FILL_MODE_SOLID;
- desc.CullMode = D3D12_CULL_MODE_NONE;
- desc.FrontCounterClockwise = FALSE;
- desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
- desc.DepthClipEnable = true;
- desc.MultisampleEnable = FALSE;
- desc.AntialiasedLineEnable = FALSE;
- desc.ForcedSampleCount = 0;
- desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- }
-
- // Create depth-stencil State
- {
- D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.BackFace = desc.FrontFace;
- }
-
- if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
- return false;
-
- ImGui_ImplDX12_CreateFontsTexture();
-
- return true;
-}
-
-void ImGui_ImplDX12_InvalidateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return;
-
- if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
- if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
- if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
- if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
- if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
- if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
- }
-}
-
-bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
-{
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- g_RTVFormat = rtv_format;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_pFrameResources = new FrameResources [num_frames_in_flight];
- g_numFramesInFlight = num_frames_in_flight;
- g_frameIndex = UINT_MAX;
-
- for (int i = 0; i < num_frames_in_flight; i++)
- {
- g_pFrameResources[i].IB = NULL;
- g_pFrameResources[i].VB = NULL;
- g_pFrameResources[i].VertexBufferSize = 5000;
- g_pFrameResources[i].IndexBufferSize = 10000;
- }
-
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
-
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- io.ImeWindowHandle = g_hWnd;
-
- return true;
-}
-
-void ImGui_ImplDX12_Shutdown()
-{
- ImGui_ImplDX12_InvalidateDeviceObjects();
- delete[] g_pFrameResources;
- g_pd3dDevice = NULL;
- g_hWnd = (HWND)0;
- g_pd3dCommandList = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_pFrameResources = NULL;
- g_numFramesInFlight = 0;
- g_frameIndex = UINT_MAX;
-}
-
-void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
-{
- if (!g_pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
-
- g_pd3dCommandList = command_list;
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
- // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
- if (io.WantMoveMouse)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- ClientToScreen(g_hWnd, &pos);
- SetCursorPos(pos.x, pos.y);
- }
-
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
- {
- g_LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
-
- // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
- ImGui::NewFrame();
-}
diff --git a/examples/directx12_example/imgui_impl_dx12.h b/examples/directx12_example/imgui_impl_dx12.h
deleted file mode 100644
index 628bbd4..0000000
--- a/examples/directx12_example/imgui_impl_dx12.h
+++ /dev/null
@@ -1,40 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-enum DXGI_FORMAT;
-struct ID3D12Device;
-struct ID3D12GraphicsCommandList;
-struct D3D12_CPU_DESCRIPTOR_HANDLE;
-struct D3D12_GPU_DESCRIPTOR_HANDLE;
-
-// cmd_list is the command list that the implementation will use to render imgui draw lists.
-// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
-// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
-// 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.
-IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
-IMGUI_API void ImGui_ImplDX12_Shutdown();
-IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
-IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
-IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
-
-// Handler for Win32 messages, update mouse/keyboard data.
-// You may or not need this for your implementation, but it can serve as reference for handling inputs.
-// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
-/*
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-*/
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index d3962a3..1ee7e34 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -146,13 +146,15 @@
-
+
+
-
+
+
diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
index 6baac59..43fdeba 100644
--- a/examples/directx12_example/directx12_example.vcxproj.filters
+++ b/examples/directx12_example/directx12_example.vcxproj.filters
@@ -15,12 +15,15 @@
imgui
-
- sources
-
imgui
+
+ sources
+
+
+ sources
+
@@ -29,15 +32,18 @@
sources
-
- sources
-
imgui
imgui
+
+ sources
+
+
+ sources
+
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp
deleted file mode 100644
index beb48b9..0000000
--- a/examples/directx12_example/imgui_impl_dx12.cpp
+++ /dev/null
@@ -1,811 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
-
-#include "imgui.h"
-#include "imgui_impl_dx12.h"
-
-// DirectX
-#include
-#include
-
-// Win32 data
-static HWND g_hWnd = 0;
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
-
-// DirectX data
-static ID3D12Device* g_pd3dDevice = NULL;
-static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
-static ID3D10Blob* g_pVertexShaderBlob = NULL;
-static ID3D10Blob* g_pPixelShaderBlob = NULL;
-static ID3D12RootSignature* g_pRootSignature = NULL;
-static ID3D12PipelineState* g_pPipelineState = NULL;
-static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource* g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-
-struct FrameResources
-{
- ID3D12Resource* IB;
- ID3D12Resource* VB;
- int VertexBufferSize;
- int IndexBufferSize;
-};
-static FrameResources* g_pFrameResources = NULL;
-static UINT g_numFramesInFlight = 0;
-static UINT g_frameIndex = UINT_MAX;
-
-struct VERTEX_CONSTANT_BUFFER
-{
- float mvp[4][4];
-};
-
-// Render function
-// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
-void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
-{
- // NOTE: I'm assuming that this only get's called once per frame!
- // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
- g_frameIndex = g_frameIndex + 1;
- FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
- ID3D12Resource* g_pVB = frameResources->VB;
- ID3D12Resource* g_pIB = frameResources->IB;
- int g_VertexBufferSize = frameResources->VertexBufferSize;
- int g_IndexBufferSize = frameResources->IndexBufferSize;
- ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
-
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
- return;
- frameResources->VB = g_pVB;
- frameResources->VertexBufferSize = g_VertexBufferSize;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
- return;
- frameResources->IB = g_pIB;
- frameResources->IndexBufferSize = g_IndexBufferSize;
- }
-
- // Copy and convert all vertices into a single contiguous buffer
- void* vtx_resource, *idx_resource;
- D3D12_RANGE range;
- memset(&range, 0, sizeof(D3D12_RANGE));
- if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
- return;
- if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- g_pVB->Unmap(0, &range);
- g_pIB->Unmap(0, &range);
-
- // Setup orthographic projection matrix into our constant buffer
- VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
- {
- VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
- float L = 0.0f;
- float R = ImGui::GetIO().DisplaySize.x;
- float B = ImGui::GetIO().DisplaySize.y;
- float T = 0.0f;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- }
-
- // Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0.0f;
- ctx->RSSetViewports(1, &vp);
-
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- D3D12_VERTEX_BUFFER_VIEW vbv;
- memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
- vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
- vbv.SizeInBytes = g_VertexBufferSize * stride;
- vbv.StrideInBytes = stride;
- ctx->IASetVertexBuffers(0, 1, &vbv);
- D3D12_INDEX_BUFFER_VIEW ibv;
- memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
- ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
- ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
- ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
- ctx->IASetIndexBuffer(&ibv);
- ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(g_pPipelineState);
- ctx->SetGraphicsRootSignature(g_pRootSignature);
- ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
-
- // Setup render state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendFactor(blend_factor);
-
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.Size;
- }
-}
-
-static void ImGui_ImplWin32_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
- }
- else
- {
- // Hardware cursor type
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- }
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
- }
-}
-
-// Process Win32 mouse/keyboard inputs.
-// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
-// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
-
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) button = 0;
- if (msg == WM_RBUTTONUP) button = 1;
- if (msg == WM_MBUTTONUP) button = 2;
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT)
- {
- ImGui_ImplWin32_UpdateMouseCursor();
- return 1;
- }
- return 0;
- }
- return 0;
-}
-
-static void ImGui_ImplDX12_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Upload texture to graphics system
- {
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_DEFAULT;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- D3D12_RESOURCE_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- desc.Alignment = 0;
- desc.Width = width;
- desc.Height = height;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- ID3D12Resource* pTexture = NULL;
- g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
-
- UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
- UINT uploadSize = height * uploadPitch;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Alignment = 0;
- desc.Width = uploadSize;
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
- IM_ASSERT(SUCCEEDED(hr));
-
- void* mapped = NULL;
- D3D12_RANGE range = { 0, uploadSize };
- hr = uploadBuffer->Map(0, &range, &mapped);
- IM_ASSERT(SUCCEEDED(hr));
- for (int y = 0; y < height; y++)
- memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- uploadBuffer->Unmap(0, &range);
-
- D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
- srcLocation.pResource = uploadBuffer;
- srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srcLocation.PlacedFootprint.Footprint.Width = width;
- srcLocation.PlacedFootprint.Footprint.Height = height;
- srcLocation.PlacedFootprint.Footprint.Depth = 1;
- srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
-
- D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
- dstLocation.pResource = pTexture;
- dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dstLocation.SubresourceIndex = 0;
-
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = pTexture;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
-
- ID3D12Fence* fence = NULL;
- hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
- IM_ASSERT(SUCCEEDED(hr));
-
- HANDLE event = CreateEvent(0, 0, 0, 0);
- IM_ASSERT(event != NULL);
-
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.NodeMask = 1;
-
- ID3D12CommandQueue* cmdQueue = NULL;
- hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12CommandAllocator* cmdAlloc = NULL;
- hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12GraphicsCommandList* cmdList = NULL;
- hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
- cmdList->ResourceBarrier(1, &barrier);
-
- hr = cmdList->Close();
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
- hr = cmdQueue->Signal(fence, 1);
- IM_ASSERT(SUCCEEDED(hr));
-
- fence->SetEventOnCompletion(1, event);
- WaitForSingleObject(event, INFINITE);
-
- cmdList->Release();
- cmdAlloc->Release();
- cmdQueue->Release();
- CloseHandle(event);
- fence->Release();
- uploadBuffer->Release();
-
- // Create texture view
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
- if (g_pFontTextureResource != NULL)
- g_pFontTextureResource->Release();
- g_pFontTextureResource = pTexture;
- }
-
- // Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
- io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
-}
-
-bool ImGui_ImplDX12_CreateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return false;
- if (g_pPipelineState)
- ImGui_ImplDX12_InvalidateDeviceObjects();
-
- // Create the root signature
- {
- D3D12_DESCRIPTOR_RANGE descRange = {};
- descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- descRange.NumDescriptors = 1;
- descRange.BaseShaderRegister = 0;
- descRange.RegisterSpace = 0;
- descRange.OffsetInDescriptorsFromTableStart = 0;
-
- D3D12_ROOT_PARAMETER param[2] = {};
-
- param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
- param[0].Constants.ShaderRegister = 0;
- param[0].Constants.RegisterSpace = 0;
- param[0].Constants.Num32BitValues = 16;
- param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
-
- param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param[1].DescriptorTable.NumDescriptorRanges = 1;
- param[1].DescriptorTable.pDescriptorRanges = &descRange;
- param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_STATIC_SAMPLER_DESC staticSampler = {};
- staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.MipLODBias = 0.f;
- staticSampler.MaxAnisotropy = 0;
- staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- staticSampler.MinLOD = 0.f;
- staticSampler.MaxLOD = 0.f;
- staticSampler.ShaderRegister = 0;
- staticSampler.RegisterSpace = 0;
- staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_ROOT_SIGNATURE_DESC desc = {};
- desc.NumParameters = _countof(param);
- desc.pParameters = param;
- desc.NumStaticSamplers = 1;
- desc.pStaticSamplers = &staticSampler;
- desc.Flags =
- D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
-
- ID3DBlob* blob = NULL;
- if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
- return false;
-
- g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
- blob->Release();
- }
-
- // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX12 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
-
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
- memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
- psoDesc.NodeMask = 1;
- psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = g_pRootSignature;
- psoDesc.SampleMask = UINT_MAX;
- psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = g_RTVFormat;
- psoDesc.SampleDesc.Count = 1;
- psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
-
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
-
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
- if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
-
- // Create the input layout
- static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- };
- psoDesc.InputLayout = { local_layout, 3 };
- }
-
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- SamplerState sampler0 : register(s0);\
- Texture2D texture0 : register(t0);\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
-
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
- }
-
- // Create the blending setup
- {
- D3D12_BLEND_DESC& desc = psoDesc.BlendState;
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
- }
-
- // Create the rasterizer state
- {
- D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
- desc.FillMode = D3D12_FILL_MODE_SOLID;
- desc.CullMode = D3D12_CULL_MODE_NONE;
- desc.FrontCounterClockwise = FALSE;
- desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
- desc.DepthClipEnable = true;
- desc.MultisampleEnable = FALSE;
- desc.AntialiasedLineEnable = FALSE;
- desc.ForcedSampleCount = 0;
- desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- }
-
- // Create depth-stencil State
- {
- D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.BackFace = desc.FrontFace;
- }
-
- if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
- return false;
-
- ImGui_ImplDX12_CreateFontsTexture();
-
- return true;
-}
-
-void ImGui_ImplDX12_InvalidateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return;
-
- if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
- if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
- if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
- if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
- if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
- if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
- }
-}
-
-bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
-{
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- g_RTVFormat = rtv_format;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_pFrameResources = new FrameResources [num_frames_in_flight];
- g_numFramesInFlight = num_frames_in_flight;
- g_frameIndex = UINT_MAX;
-
- for (int i = 0; i < num_frames_in_flight; i++)
- {
- g_pFrameResources[i].IB = NULL;
- g_pFrameResources[i].VB = NULL;
- g_pFrameResources[i].VertexBufferSize = 5000;
- g_pFrameResources[i].IndexBufferSize = 10000;
- }
-
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
-
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- io.ImeWindowHandle = g_hWnd;
-
- return true;
-}
-
-void ImGui_ImplDX12_Shutdown()
-{
- ImGui_ImplDX12_InvalidateDeviceObjects();
- delete[] g_pFrameResources;
- g_pd3dDevice = NULL;
- g_hWnd = (HWND)0;
- g_pd3dCommandList = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_pFrameResources = NULL;
- g_numFramesInFlight = 0;
- g_frameIndex = UINT_MAX;
-}
-
-void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
-{
- if (!g_pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
-
- g_pd3dCommandList = command_list;
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
- // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
- if (io.WantMoveMouse)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- ClientToScreen(g_hWnd, &pos);
- SetCursorPos(pos.x, pos.y);
- }
-
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
- {
- g_LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
-
- // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
- ImGui::NewFrame();
-}
diff --git a/examples/directx12_example/imgui_impl_dx12.h b/examples/directx12_example/imgui_impl_dx12.h
deleted file mode 100644
index 628bbd4..0000000
--- a/examples/directx12_example/imgui_impl_dx12.h
+++ /dev/null
@@ -1,40 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-enum DXGI_FORMAT;
-struct ID3D12Device;
-struct ID3D12GraphicsCommandList;
-struct D3D12_CPU_DESCRIPTOR_HANDLE;
-struct D3D12_GPU_DESCRIPTOR_HANDLE;
-
-// cmd_list is the command list that the implementation will use to render imgui draw lists.
-// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
-// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
-// 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.
-IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
-IMGUI_API void ImGui_ImplDX12_Shutdown();
-IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
-IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
-IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
-
-// Handler for Win32 messages, update mouse/keyboard data.
-// You may or not need this for your implementation, but it can serve as reference for handling inputs.
-// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
-/*
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-*/
diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp
index 6a4b78d..e6d19b8 100644
--- a/examples/directx12_example/main.cpp
+++ b/examples/directx12_example/main.cpp
@@ -3,7 +3,8 @@
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
#include "imgui.h"
-#include "imgui_impl_dx12.h"
+#include "../imgui_impl_win32.h"
+#include "../imgui_impl_dx12.h"
#include
#include
#include
@@ -289,10 +290,9 @@
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
- ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
- DXGI_FORMAT_R8G8B8A8_UNORM,
- g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
- g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Setup style
ImGui::StyleColorsDark();
@@ -333,6 +333,7 @@
continue;
}
ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
+ ImGui_ImplWin32_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -409,6 +410,7 @@
WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
+ ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index d3962a3..1ee7e34 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -146,13 +146,15 @@
-
+
+
-
+
+
diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
index 6baac59..43fdeba 100644
--- a/examples/directx12_example/directx12_example.vcxproj.filters
+++ b/examples/directx12_example/directx12_example.vcxproj.filters
@@ -15,12 +15,15 @@
imgui
-
- sources
-
imgui
+
+ sources
+
+
+ sources
+
@@ -29,15 +32,18 @@
sources
-
- sources
-
imgui
imgui
+
+ sources
+
+
+ sources
+
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp
deleted file mode 100644
index beb48b9..0000000
--- a/examples/directx12_example/imgui_impl_dx12.cpp
+++ /dev/null
@@ -1,811 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
-
-#include "imgui.h"
-#include "imgui_impl_dx12.h"
-
-// DirectX
-#include
-#include
-
-// Win32 data
-static HWND g_hWnd = 0;
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
-
-// DirectX data
-static ID3D12Device* g_pd3dDevice = NULL;
-static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
-static ID3D10Blob* g_pVertexShaderBlob = NULL;
-static ID3D10Blob* g_pPixelShaderBlob = NULL;
-static ID3D12RootSignature* g_pRootSignature = NULL;
-static ID3D12PipelineState* g_pPipelineState = NULL;
-static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource* g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-
-struct FrameResources
-{
- ID3D12Resource* IB;
- ID3D12Resource* VB;
- int VertexBufferSize;
- int IndexBufferSize;
-};
-static FrameResources* g_pFrameResources = NULL;
-static UINT g_numFramesInFlight = 0;
-static UINT g_frameIndex = UINT_MAX;
-
-struct VERTEX_CONSTANT_BUFFER
-{
- float mvp[4][4];
-};
-
-// Render function
-// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
-void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
-{
- // NOTE: I'm assuming that this only get's called once per frame!
- // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
- g_frameIndex = g_frameIndex + 1;
- FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
- ID3D12Resource* g_pVB = frameResources->VB;
- ID3D12Resource* g_pIB = frameResources->IB;
- int g_VertexBufferSize = frameResources->VertexBufferSize;
- int g_IndexBufferSize = frameResources->IndexBufferSize;
- ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
-
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
- return;
- frameResources->VB = g_pVB;
- frameResources->VertexBufferSize = g_VertexBufferSize;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
- return;
- frameResources->IB = g_pIB;
- frameResources->IndexBufferSize = g_IndexBufferSize;
- }
-
- // Copy and convert all vertices into a single contiguous buffer
- void* vtx_resource, *idx_resource;
- D3D12_RANGE range;
- memset(&range, 0, sizeof(D3D12_RANGE));
- if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
- return;
- if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- g_pVB->Unmap(0, &range);
- g_pIB->Unmap(0, &range);
-
- // Setup orthographic projection matrix into our constant buffer
- VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
- {
- VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
- float L = 0.0f;
- float R = ImGui::GetIO().DisplaySize.x;
- float B = ImGui::GetIO().DisplaySize.y;
- float T = 0.0f;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- }
-
- // Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0.0f;
- ctx->RSSetViewports(1, &vp);
-
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- D3D12_VERTEX_BUFFER_VIEW vbv;
- memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
- vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
- vbv.SizeInBytes = g_VertexBufferSize * stride;
- vbv.StrideInBytes = stride;
- ctx->IASetVertexBuffers(0, 1, &vbv);
- D3D12_INDEX_BUFFER_VIEW ibv;
- memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
- ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
- ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
- ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
- ctx->IASetIndexBuffer(&ibv);
- ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(g_pPipelineState);
- ctx->SetGraphicsRootSignature(g_pRootSignature);
- ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
-
- // Setup render state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendFactor(blend_factor);
-
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.Size;
- }
-}
-
-static void ImGui_ImplWin32_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
- }
- else
- {
- // Hardware cursor type
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- }
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
- }
-}
-
-// Process Win32 mouse/keyboard inputs.
-// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
-// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
-
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) button = 0;
- if (msg == WM_RBUTTONUP) button = 1;
- if (msg == WM_MBUTTONUP) button = 2;
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT)
- {
- ImGui_ImplWin32_UpdateMouseCursor();
- return 1;
- }
- return 0;
- }
- return 0;
-}
-
-static void ImGui_ImplDX12_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Upload texture to graphics system
- {
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_DEFAULT;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- D3D12_RESOURCE_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- desc.Alignment = 0;
- desc.Width = width;
- desc.Height = height;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- ID3D12Resource* pTexture = NULL;
- g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
-
- UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
- UINT uploadSize = height * uploadPitch;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Alignment = 0;
- desc.Width = uploadSize;
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
- IM_ASSERT(SUCCEEDED(hr));
-
- void* mapped = NULL;
- D3D12_RANGE range = { 0, uploadSize };
- hr = uploadBuffer->Map(0, &range, &mapped);
- IM_ASSERT(SUCCEEDED(hr));
- for (int y = 0; y < height; y++)
- memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- uploadBuffer->Unmap(0, &range);
-
- D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
- srcLocation.pResource = uploadBuffer;
- srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srcLocation.PlacedFootprint.Footprint.Width = width;
- srcLocation.PlacedFootprint.Footprint.Height = height;
- srcLocation.PlacedFootprint.Footprint.Depth = 1;
- srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
-
- D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
- dstLocation.pResource = pTexture;
- dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dstLocation.SubresourceIndex = 0;
-
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = pTexture;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
-
- ID3D12Fence* fence = NULL;
- hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
- IM_ASSERT(SUCCEEDED(hr));
-
- HANDLE event = CreateEvent(0, 0, 0, 0);
- IM_ASSERT(event != NULL);
-
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.NodeMask = 1;
-
- ID3D12CommandQueue* cmdQueue = NULL;
- hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12CommandAllocator* cmdAlloc = NULL;
- hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12GraphicsCommandList* cmdList = NULL;
- hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
- cmdList->ResourceBarrier(1, &barrier);
-
- hr = cmdList->Close();
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
- hr = cmdQueue->Signal(fence, 1);
- IM_ASSERT(SUCCEEDED(hr));
-
- fence->SetEventOnCompletion(1, event);
- WaitForSingleObject(event, INFINITE);
-
- cmdList->Release();
- cmdAlloc->Release();
- cmdQueue->Release();
- CloseHandle(event);
- fence->Release();
- uploadBuffer->Release();
-
- // Create texture view
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
- if (g_pFontTextureResource != NULL)
- g_pFontTextureResource->Release();
- g_pFontTextureResource = pTexture;
- }
-
- // Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
- io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
-}
-
-bool ImGui_ImplDX12_CreateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return false;
- if (g_pPipelineState)
- ImGui_ImplDX12_InvalidateDeviceObjects();
-
- // Create the root signature
- {
- D3D12_DESCRIPTOR_RANGE descRange = {};
- descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- descRange.NumDescriptors = 1;
- descRange.BaseShaderRegister = 0;
- descRange.RegisterSpace = 0;
- descRange.OffsetInDescriptorsFromTableStart = 0;
-
- D3D12_ROOT_PARAMETER param[2] = {};
-
- param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
- param[0].Constants.ShaderRegister = 0;
- param[0].Constants.RegisterSpace = 0;
- param[0].Constants.Num32BitValues = 16;
- param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
-
- param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param[1].DescriptorTable.NumDescriptorRanges = 1;
- param[1].DescriptorTable.pDescriptorRanges = &descRange;
- param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_STATIC_SAMPLER_DESC staticSampler = {};
- staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.MipLODBias = 0.f;
- staticSampler.MaxAnisotropy = 0;
- staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- staticSampler.MinLOD = 0.f;
- staticSampler.MaxLOD = 0.f;
- staticSampler.ShaderRegister = 0;
- staticSampler.RegisterSpace = 0;
- staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_ROOT_SIGNATURE_DESC desc = {};
- desc.NumParameters = _countof(param);
- desc.pParameters = param;
- desc.NumStaticSamplers = 1;
- desc.pStaticSamplers = &staticSampler;
- desc.Flags =
- D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
-
- ID3DBlob* blob = NULL;
- if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
- return false;
-
- g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
- blob->Release();
- }
-
- // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX12 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
-
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
- memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
- psoDesc.NodeMask = 1;
- psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = g_pRootSignature;
- psoDesc.SampleMask = UINT_MAX;
- psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = g_RTVFormat;
- psoDesc.SampleDesc.Count = 1;
- psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
-
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
-
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
- if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
-
- // Create the input layout
- static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- };
- psoDesc.InputLayout = { local_layout, 3 };
- }
-
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- SamplerState sampler0 : register(s0);\
- Texture2D texture0 : register(t0);\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
-
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
- }
-
- // Create the blending setup
- {
- D3D12_BLEND_DESC& desc = psoDesc.BlendState;
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
- }
-
- // Create the rasterizer state
- {
- D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
- desc.FillMode = D3D12_FILL_MODE_SOLID;
- desc.CullMode = D3D12_CULL_MODE_NONE;
- desc.FrontCounterClockwise = FALSE;
- desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
- desc.DepthClipEnable = true;
- desc.MultisampleEnable = FALSE;
- desc.AntialiasedLineEnable = FALSE;
- desc.ForcedSampleCount = 0;
- desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- }
-
- // Create depth-stencil State
- {
- D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.BackFace = desc.FrontFace;
- }
-
- if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
- return false;
-
- ImGui_ImplDX12_CreateFontsTexture();
-
- return true;
-}
-
-void ImGui_ImplDX12_InvalidateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return;
-
- if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
- if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
- if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
- if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
- if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
- if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
- }
-}
-
-bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
-{
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- g_RTVFormat = rtv_format;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_pFrameResources = new FrameResources [num_frames_in_flight];
- g_numFramesInFlight = num_frames_in_flight;
- g_frameIndex = UINT_MAX;
-
- for (int i = 0; i < num_frames_in_flight; i++)
- {
- g_pFrameResources[i].IB = NULL;
- g_pFrameResources[i].VB = NULL;
- g_pFrameResources[i].VertexBufferSize = 5000;
- g_pFrameResources[i].IndexBufferSize = 10000;
- }
-
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
-
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- io.ImeWindowHandle = g_hWnd;
-
- return true;
-}
-
-void ImGui_ImplDX12_Shutdown()
-{
- ImGui_ImplDX12_InvalidateDeviceObjects();
- delete[] g_pFrameResources;
- g_pd3dDevice = NULL;
- g_hWnd = (HWND)0;
- g_pd3dCommandList = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_pFrameResources = NULL;
- g_numFramesInFlight = 0;
- g_frameIndex = UINT_MAX;
-}
-
-void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
-{
- if (!g_pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
-
- g_pd3dCommandList = command_list;
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
- // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
- if (io.WantMoveMouse)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- ClientToScreen(g_hWnd, &pos);
- SetCursorPos(pos.x, pos.y);
- }
-
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
- {
- g_LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
-
- // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
- ImGui::NewFrame();
-}
diff --git a/examples/directx12_example/imgui_impl_dx12.h b/examples/directx12_example/imgui_impl_dx12.h
deleted file mode 100644
index 628bbd4..0000000
--- a/examples/directx12_example/imgui_impl_dx12.h
+++ /dev/null
@@ -1,40 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-enum DXGI_FORMAT;
-struct ID3D12Device;
-struct ID3D12GraphicsCommandList;
-struct D3D12_CPU_DESCRIPTOR_HANDLE;
-struct D3D12_GPU_DESCRIPTOR_HANDLE;
-
-// cmd_list is the command list that the implementation will use to render imgui draw lists.
-// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
-// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
-// 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.
-IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
-IMGUI_API void ImGui_ImplDX12_Shutdown();
-IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
-IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
-IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
-
-// Handler for Win32 messages, update mouse/keyboard data.
-// You may or not need this for your implementation, but it can serve as reference for handling inputs.
-// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
-/*
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-*/
diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp
index 6a4b78d..e6d19b8 100644
--- a/examples/directx12_example/main.cpp
+++ b/examples/directx12_example/main.cpp
@@ -3,7 +3,8 @@
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
#include "imgui.h"
-#include "imgui_impl_dx12.h"
+#include "../imgui_impl_win32.h"
+#include "../imgui_impl_dx12.h"
#include
#include
#include
@@ -289,10 +290,9 @@
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
- ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
- DXGI_FORMAT_R8G8B8A8_UNORM,
- g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
- g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Setup style
ImGui::StyleColorsDark();
@@ -333,6 +333,7 @@
continue;
}
ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
+ ImGui_ImplWin32_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -409,6 +410,7 @@
WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
+ ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp
new file mode 100644
index 0000000..65692a3
--- /dev/null
+++ b/examples/imgui_impl_dx12.cpp
@@ -0,0 +1,624 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include
+#include
+
+// DirectX data
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
+static ID3D10Blob* g_pVertexShaderBlob = NULL;
+static ID3D10Blob* g_pPixelShaderBlob = NULL;
+static ID3D12RootSignature* g_pRootSignature = NULL;
+static ID3D12PipelineState* g_pPipelineState = NULL;
+static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
+static ID3D12Resource* g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
+
+struct FrameResources
+{
+ ID3D12Resource* IB;
+ ID3D12Resource* VB;
+ int VertexBufferSize;
+ int IndexBufferSize;
+};
+static FrameResources* g_pFrameResources = NULL;
+static UINT g_numFramesInFlight = 0;
+static UINT g_frameIndex = UINT_MAX;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
+{
+ // NOTE: I'm assuming that this only get's called once per frame!
+ // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+ g_frameIndex = g_frameIndex + 1;
+ FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+ ID3D12Resource* g_pVB = frameResources->VB;
+ ID3D12Resource* g_pIB = frameResources->IB;
+ int g_VertexBufferSize = frameResources->VertexBufferSize;
+ int g_IndexBufferSize = frameResources->IndexBufferSize;
+ ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
+
+ // Create and grow vertex/index buffers if needed
+ if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+ &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
+ return;
+ frameResources->VB = g_pVB;
+ frameResources->VertexBufferSize = g_VertexBufferSize;
+ }
+ if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+ &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
+ return;
+ frameResources->IB = g_pIB;
+ frameResources->IndexBufferSize = g_IndexBufferSize;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ void* vtx_resource, *idx_resource;
+ D3D12_RANGE range;
+ memset(&range, 0, sizeof(D3D12_RANGE));
+ if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
+ return;
+ if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
+ return;
+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ g_pVB->Unmap(0, &range);
+ g_pIB->Unmap(0, &range);
+
+ // Setup orthographic projection matrix into our constant buffer
+ VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
+ {
+ VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
+ float L = 0.0f;
+ float R = ImGui::GetIO().DisplaySize.x;
+ float B = ImGui::GetIO().DisplaySize.y;
+ float T = 0.0f;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ D3D12_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0.0f;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ D3D12_VERTEX_BUFFER_VIEW vbv;
+ memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+ vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
+ vbv.SizeInBytes = g_VertexBufferSize * stride;
+ vbv.StrideInBytes = stride;
+ ctx->IASetVertexBuffers(0, 1, &vbv);
+ D3D12_INDEX_BUFFER_VIEW ibv;
+ memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+ ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
+ ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
+ ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+ ctx->IASetIndexBuffer(&ibv);
+ ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->SetPipelineState(g_pPipelineState);
+ ctx->SetGraphicsRootSignature(g_pRootSignature);
+ ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+ // Setup render state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendFactor(blend_factor);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+ ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_DEFAULT;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ D3D12_RESOURCE_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ desc.Alignment = 0;
+ desc.Width = width;
+ desc.Height = height;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ ID3D12Resource* pTexture = NULL;
+ g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
+
+ UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+ UINT uploadSize = height * uploadPitch;
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Alignment = 0;
+ desc.Width = uploadSize;
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ ID3D12Resource* uploadBuffer = NULL;
+ HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ void* mapped = NULL;
+ D3D12_RANGE range = { 0, uploadSize };
+ hr = uploadBuffer->Map(0, &range, &mapped);
+ IM_ASSERT(SUCCEEDED(hr));
+ for (int y = 0; y < height; y++)
+ memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
+ uploadBuffer->Unmap(0, &range);
+
+ D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+ srcLocation.pResource = uploadBuffer;
+ srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srcLocation.PlacedFootprint.Footprint.Width = width;
+ srcLocation.PlacedFootprint.Footprint.Height = height;
+ srcLocation.PlacedFootprint.Footprint.Depth = 1;
+ srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
+
+ D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+ dstLocation.pResource = pTexture;
+ dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ dstLocation.SubresourceIndex = 0;
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = pTexture;
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+
+ ID3D12Fence* fence = NULL;
+ hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ HANDLE event = CreateEvent(0, 0, 0, 0);
+ IM_ASSERT(event != NULL);
+
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queueDesc.NodeMask = 1;
+
+ ID3D12CommandQueue* cmdQueue = NULL;
+ hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12CommandAllocator* cmdAlloc = NULL;
+ hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12GraphicsCommandList* cmdList = NULL;
+ hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
+ cmdList->ResourceBarrier(1, &barrier);
+
+ hr = cmdList->Close();
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
+ hr = cmdQueue->Signal(fence, 1);
+ IM_ASSERT(SUCCEEDED(hr));
+
+ fence->SetEventOnCompletion(1, event);
+ WaitForSingleObject(event, INFINITE);
+
+ cmdList->Release();
+ cmdAlloc->Release();
+ cmdQueue->Release();
+ CloseHandle(event);
+ fence->Release();
+ uploadBuffer->Release();
+
+ // Create texture view
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
+ if (g_pFontTextureResource != NULL)
+ g_pFontTextureResource->Release();
+ g_pFontTextureResource = pTexture;
+ }
+
+ // Store our identifier
+ static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
+ io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pPipelineState)
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ // Create the root signature
+ {
+ D3D12_DESCRIPTOR_RANGE descRange = {};
+ descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ descRange.NumDescriptors = 1;
+ descRange.BaseShaderRegister = 0;
+ descRange.RegisterSpace = 0;
+ descRange.OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_ROOT_PARAMETER param[2] = {};
+
+ param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ param[0].Constants.ShaderRegister = 0;
+ param[0].Constants.RegisterSpace = 0;
+ param[0].Constants.Num32BitValues = 16;
+ param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ param[1].DescriptorTable.NumDescriptorRanges = 1;
+ param[1].DescriptorTable.pDescriptorRanges = &descRange;
+ param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+ staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.MipLODBias = 0.f;
+ staticSampler.MaxAnisotropy = 0;
+ staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
+ staticSampler.MinLOD = 0.f;
+ staticSampler.MaxLOD = 0.f;
+ staticSampler.ShaderRegister = 0;
+ staticSampler.RegisterSpace = 0;
+ staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_ROOT_SIGNATURE_DESC desc = {};
+ desc.NumParameters = _countof(param);
+ desc.pParameters = param;
+ desc.NumStaticSamplers = 1;
+ desc.pStaticSamplers = &staticSampler;
+ desc.Flags =
+ D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+ ID3DBlob* blob = NULL;
+ if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
+ return false;
+
+ g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+ blob->Release();
+ }
+
+ // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX12 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+ memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+ psoDesc.NodeMask = 1;
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ psoDesc.pRootSignature = g_pRootSignature;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = g_RTVFormat;
+ psoDesc.SampleDesc.Count = 1;
+ psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
+
+ // Create the input layout
+ static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+ psoDesc.InputLayout = { local_layout, 3 };
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ SamplerState sampler0 : register(s0);\
+ Texture2D texture0 : register(t0);\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
+ }
+
+ // Create the blending setup
+ {
+ D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ // Create the rasterizer state
+ {
+ D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+ desc.FillMode = D3D12_FILL_MODE_SOLID;
+ desc.CullMode = D3D12_CULL_MODE_NONE;
+ desc.FrontCounterClockwise = FALSE;
+ desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ desc.DepthClipEnable = true;
+ desc.MultisampleEnable = FALSE;
+ desc.AntialiasedLineEnable = FALSE;
+ desc.ForcedSampleCount = 0;
+ desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ }
+
+ // Create depth-stencil State
+ {
+ D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ }
+
+ if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
+ return false;
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+
+ if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+ if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+ if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
+ if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
+ if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ for (UINT i = 0; i < g_numFramesInFlight; i++)
+ {
+ if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
+ if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
+ }
+}
+
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+ g_pd3dDevice = device;
+ g_RTVFormat = rtv_format;
+ g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+ g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+ g_pFrameResources = new FrameResources [num_frames_in_flight];
+ g_numFramesInFlight = num_frames_in_flight;
+ g_frameIndex = UINT_MAX;
+
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ g_pFrameResources[i].IB = NULL;
+ g_pFrameResources[i].VB = NULL;
+ g_pFrameResources[i].VertexBufferSize = 5000;
+ g_pFrameResources[i].IndexBufferSize = 10000;
+ }
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ delete[] g_pFrameResources;
+ g_pd3dDevice = NULL;
+ g_pd3dCommandList = NULL;
+ g_hFontSrvCpuDescHandle.ptr = 0;
+ g_hFontSrvGpuDescHandle.ptr = 0;
+ g_pFrameResources = NULL;
+ g_numFramesInFlight = 0;
+ g_frameIndex = UINT_MAX;
+}
+
+void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
+{
+ if (!g_pPipelineState)
+ ImGui_ImplDX12_CreateDeviceObjects();
+
+ g_pd3dCommandList = command_list;
+}
diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj
index d3962a3..1ee7e34 100644
--- a/examples/directx12_example/directx12_example.vcxproj
+++ b/examples/directx12_example/directx12_example.vcxproj
@@ -146,13 +146,15 @@
-
+
+
-
+
+
diff --git a/examples/directx12_example/directx12_example.vcxproj.filters b/examples/directx12_example/directx12_example.vcxproj.filters
index 6baac59..43fdeba 100644
--- a/examples/directx12_example/directx12_example.vcxproj.filters
+++ b/examples/directx12_example/directx12_example.vcxproj.filters
@@ -15,12 +15,15 @@
imgui
-
- sources
-
imgui
+
+ sources
+
+
+ sources
+
@@ -29,15 +32,18 @@
sources
-
- sources
-
imgui
imgui
+
+ sources
+
+
+ sources
+
diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp
deleted file mode 100644
index beb48b9..0000000
--- a/examples/directx12_example/imgui_impl_dx12.cpp
+++ /dev/null
@@ -1,811 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-// CHANGELOG
-// (minor and older changes stripped away, please see git history for details)
-// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
-
-#include "imgui.h"
-#include "imgui_impl_dx12.h"
-
-// DirectX
-#include
-#include
-
-// Win32 data
-static HWND g_hWnd = 0;
-static INT64 g_Time = 0;
-static INT64 g_TicksPerSecond = 0;
-static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
-
-// DirectX data
-static ID3D12Device* g_pd3dDevice = NULL;
-static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
-static ID3D10Blob* g_pVertexShaderBlob = NULL;
-static ID3D10Blob* g_pPixelShaderBlob = NULL;
-static ID3D12RootSignature* g_pRootSignature = NULL;
-static ID3D12PipelineState* g_pPipelineState = NULL;
-static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource* g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-
-struct FrameResources
-{
- ID3D12Resource* IB;
- ID3D12Resource* VB;
- int VertexBufferSize;
- int IndexBufferSize;
-};
-static FrameResources* g_pFrameResources = NULL;
-static UINT g_numFramesInFlight = 0;
-static UINT g_frameIndex = UINT_MAX;
-
-struct VERTEX_CONSTANT_BUFFER
-{
- float mvp[4][4];
-};
-
-// Render function
-// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
-void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
-{
- // NOTE: I'm assuming that this only get's called once per frame!
- // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
- g_frameIndex = g_frameIndex + 1;
- FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
- ID3D12Resource* g_pVB = frameResources->VB;
- ID3D12Resource* g_pIB = frameResources->IB;
- int g_VertexBufferSize = frameResources->VertexBufferSize;
- int g_IndexBufferSize = frameResources->IndexBufferSize;
- ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
-
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
- return;
- frameResources->VB = g_pVB;
- frameResources->VertexBufferSize = g_VertexBufferSize;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
- &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
- return;
- frameResources->IB = g_pIB;
- frameResources->IndexBufferSize = g_IndexBufferSize;
- }
-
- // Copy and convert all vertices into a single contiguous buffer
- void* vtx_resource, *idx_resource;
- D3D12_RANGE range;
- memset(&range, 0, sizeof(D3D12_RANGE));
- if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
- return;
- if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- g_pVB->Unmap(0, &range);
- g_pIB->Unmap(0, &range);
-
- // Setup orthographic projection matrix into our constant buffer
- VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
- {
- VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
- float L = 0.0f;
- float R = ImGui::GetIO().DisplaySize.x;
- float B = ImGui::GetIO().DisplaySize.y;
- float T = 0.0f;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- }
-
- // Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0.0f;
- ctx->RSSetViewports(1, &vp);
-
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- D3D12_VERTEX_BUFFER_VIEW vbv;
- memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
- vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
- vbv.SizeInBytes = g_VertexBufferSize * stride;
- vbv.StrideInBytes = stride;
- ctx->IASetVertexBuffers(0, 1, &vbv);
- D3D12_INDEX_BUFFER_VIEW ibv;
- memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
- ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
- ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
- ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
- ctx->IASetIndexBuffer(&ibv);
- ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(g_pPipelineState);
- ctx->SetGraphicsRootSignature(g_pRootSignature);
- ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
-
- // Setup render state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendFactor(blend_factor);
-
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.Size;
- }
-}
-
-static void ImGui_ImplWin32_UpdateMouseCursor()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (imgui_cursor == ImGuiMouseCursor_None)
- {
- // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
- ::SetCursor(NULL);
- }
- else
- {
- // Hardware cursor type
- LPTSTR win32_cursor = IDC_ARROW;
- switch (imgui_cursor)
- {
- case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
- case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
- case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
- case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
- case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
- case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
- case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
- }
- ::SetCursor(::LoadCursor(NULL, win32_cursor));
- }
-}
-
-// Process Win32 mouse/keyboard inputs.
-// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
-// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
-// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
-{
- if (ImGui::GetCurrentContext() == NULL)
- return 0;
-
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
- case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
- case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
- {
- int button = 0;
- if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
- if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
- if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
- ::SetCapture(hwnd);
- io.MouseDown[button] = true;
- return 0;
- }
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- {
- int button = 0;
- if (msg == WM_LBUTTONUP) button = 0;
- if (msg == WM_RBUTTONUP) button = 1;
- if (msg == WM_MBUTTONUP) button = 2;
- io.MouseDown[button] = false;
- if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
- ::ReleaseCapture();
- return 0;
- }
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEHWHEEL:
- io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return 0;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return 0;
- case WM_KEYDOWN:
- case WM_SYSKEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return 0;
- case WM_KEYUP:
- case WM_SYSKEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return 0;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return 0;
- case WM_SETCURSOR:
- if (LOWORD(lParam) == HTCLIENT)
- {
- ImGui_ImplWin32_UpdateMouseCursor();
- return 1;
- }
- return 0;
- }
- return 0;
-}
-
-static void ImGui_ImplDX12_CreateFontsTexture()
-{
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Upload texture to graphics system
- {
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_DEFAULT;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- D3D12_RESOURCE_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- desc.Alignment = 0;
- desc.Width = width;
- desc.Height = height;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- ID3D12Resource* pTexture = NULL;
- g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
-
- UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
- UINT uploadSize = height * uploadPitch;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Alignment = 0;
- desc.Width = uploadSize;
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
-
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
-
- ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
- IM_ASSERT(SUCCEEDED(hr));
-
- void* mapped = NULL;
- D3D12_RANGE range = { 0, uploadSize };
- hr = uploadBuffer->Map(0, &range, &mapped);
- IM_ASSERT(SUCCEEDED(hr));
- for (int y = 0; y < height; y++)
- memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- uploadBuffer->Unmap(0, &range);
-
- D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
- srcLocation.pResource = uploadBuffer;
- srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srcLocation.PlacedFootprint.Footprint.Width = width;
- srcLocation.PlacedFootprint.Footprint.Height = height;
- srcLocation.PlacedFootprint.Footprint.Depth = 1;
- srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
-
- D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
- dstLocation.pResource = pTexture;
- dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dstLocation.SubresourceIndex = 0;
-
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = pTexture;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
-
- ID3D12Fence* fence = NULL;
- hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
- IM_ASSERT(SUCCEEDED(hr));
-
- HANDLE event = CreateEvent(0, 0, 0, 0);
- IM_ASSERT(event != NULL);
-
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.NodeMask = 1;
-
- ID3D12CommandQueue* cmdQueue = NULL;
- hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12CommandAllocator* cmdAlloc = NULL;
- hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
- IM_ASSERT(SUCCEEDED(hr));
-
- ID3D12GraphicsCommandList* cmdList = NULL;
- hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
- cmdList->ResourceBarrier(1, &barrier);
-
- hr = cmdList->Close();
- IM_ASSERT(SUCCEEDED(hr));
-
- cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
- hr = cmdQueue->Signal(fence, 1);
- IM_ASSERT(SUCCEEDED(hr));
-
- fence->SetEventOnCompletion(1, event);
- WaitForSingleObject(event, INFINITE);
-
- cmdList->Release();
- cmdAlloc->Release();
- cmdQueue->Release();
- CloseHandle(event);
- fence->Release();
- uploadBuffer->Release();
-
- // Create texture view
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
- if (g_pFontTextureResource != NULL)
- g_pFontTextureResource->Release();
- g_pFontTextureResource = pTexture;
- }
-
- // Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
- io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
-}
-
-bool ImGui_ImplDX12_CreateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return false;
- if (g_pPipelineState)
- ImGui_ImplDX12_InvalidateDeviceObjects();
-
- // Create the root signature
- {
- D3D12_DESCRIPTOR_RANGE descRange = {};
- descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- descRange.NumDescriptors = 1;
- descRange.BaseShaderRegister = 0;
- descRange.RegisterSpace = 0;
- descRange.OffsetInDescriptorsFromTableStart = 0;
-
- D3D12_ROOT_PARAMETER param[2] = {};
-
- param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
- param[0].Constants.ShaderRegister = 0;
- param[0].Constants.RegisterSpace = 0;
- param[0].Constants.Num32BitValues = 16;
- param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
-
- param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param[1].DescriptorTable.NumDescriptorRanges = 1;
- param[1].DescriptorTable.pDescriptorRanges = &descRange;
- param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_STATIC_SAMPLER_DESC staticSampler = {};
- staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.MipLODBias = 0.f;
- staticSampler.MaxAnisotropy = 0;
- staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- staticSampler.MinLOD = 0.f;
- staticSampler.MaxLOD = 0.f;
- staticSampler.ShaderRegister = 0;
- staticSampler.RegisterSpace = 0;
- staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
-
- D3D12_ROOT_SIGNATURE_DESC desc = {};
- desc.NumParameters = _countof(param);
- desc.pParameters = param;
- desc.NumStaticSamplers = 1;
- desc.pStaticSamplers = &staticSampler;
- desc.Flags =
- D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
-
- ID3DBlob* blob = NULL;
- if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
- return false;
-
- g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
- blob->Release();
- }
-
- // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX12 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
-
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
- memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
- psoDesc.NodeMask = 1;
- psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = g_pRootSignature;
- psoDesc.SampleMask = UINT_MAX;
- psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = g_RTVFormat;
- psoDesc.SampleDesc.Count = 1;
- psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
-
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
-
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
- if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
-
- // Create the input layout
- static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
- };
- psoDesc.InputLayout = { local_layout, 3 };
- }
-
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- SamplerState sampler0 : register(s0);\
- Texture2D texture0 : register(t0);\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
-
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
- }
-
- // Create the blending setup
- {
- D3D12_BLEND_DESC& desc = psoDesc.BlendState;
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
- }
-
- // Create the rasterizer state
- {
- D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
- desc.FillMode = D3D12_FILL_MODE_SOLID;
- desc.CullMode = D3D12_CULL_MODE_NONE;
- desc.FrontCounterClockwise = FALSE;
- desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
- desc.DepthClipEnable = true;
- desc.MultisampleEnable = FALSE;
- desc.AntialiasedLineEnable = FALSE;
- desc.ForcedSampleCount = 0;
- desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- }
-
- // Create depth-stencil State
- {
- D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.BackFace = desc.FrontFace;
- }
-
- if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
- return false;
-
- ImGui_ImplDX12_CreateFontsTexture();
-
- return true;
-}
-
-void ImGui_ImplDX12_InvalidateDeviceObjects()
-{
- if (!g_pd3dDevice)
- return;
-
- if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
- if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
- if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
- if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
- if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- for (UINT i = 0; i < g_numFramesInFlight; i++)
- {
- if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
- if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
- }
-}
-
-bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
-{
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- g_RTVFormat = rtv_format;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_pFrameResources = new FrameResources [num_frames_in_flight];
- g_numFramesInFlight = num_frames_in_flight;
- g_frameIndex = UINT_MAX;
-
- for (int i = 0; i < num_frames_in_flight; i++)
- {
- g_pFrameResources[i].IB = NULL;
- g_pFrameResources[i].VB = NULL;
- g_pFrameResources[i].VertexBufferSize = 5000;
- g_pFrameResources[i].IndexBufferSize = 10000;
- }
-
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
-
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Space] = VK_SPACE;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
-
- io.ImeWindowHandle = g_hWnd;
-
- return true;
-}
-
-void ImGui_ImplDX12_Shutdown()
-{
- ImGui_ImplDX12_InvalidateDeviceObjects();
- delete[] g_pFrameResources;
- g_pd3dDevice = NULL;
- g_hWnd = (HWND)0;
- g_pd3dCommandList = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_pFrameResources = NULL;
- g_numFramesInFlight = 0;
- g_frameIndex = UINT_MAX;
-}
-
-void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
-{
- if (!g_pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
-
- g_pd3dCommandList = command_list;
-
- ImGuiIO& io = ImGui::GetIO();
-
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
-
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
-
- // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
- if (io.WantMoveMouse)
- {
- POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
- ClientToScreen(g_hWnd, &pos);
- SetCursorPos(pos.x, pos.y);
- }
-
- // Update OS mouse cursor with the cursor requested by imgui
- ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
- if (g_LastMouseCursor != mouse_cursor)
- {
- g_LastMouseCursor = mouse_cursor;
- ImGui_ImplWin32_UpdateMouseCursor();
- }
-
- // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
- ImGui::NewFrame();
-}
diff --git a/examples/directx12_example/imgui_impl_dx12.h b/examples/directx12_example/imgui_impl_dx12.h
deleted file mode 100644
index 628bbd4..0000000
--- a/examples/directx12_example/imgui_impl_dx12.h
+++ /dev/null
@@ -1,40 +0,0 @@
-// ImGui Win32 + DirectX12 binding
-// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
-
-// Implemented features:
-// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
-// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
-// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
-// https://github.com/ocornut/imgui
-
-enum DXGI_FORMAT;
-struct ID3D12Device;
-struct ID3D12GraphicsCommandList;
-struct D3D12_CPU_DESCRIPTOR_HANDLE;
-struct D3D12_GPU_DESCRIPTOR_HANDLE;
-
-// cmd_list is the command list that the implementation will use to render imgui draw lists.
-// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
-// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
-// 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.
-IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
- ID3D12Device* device,
- DXGI_FORMAT rtv_format,
- D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
- D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
-IMGUI_API void ImGui_ImplDX12_Shutdown();
-IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
-IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
-
-// Use if you want to reset your rendering device without losing ImGui state.
-IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
-IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
-
-// Handler for Win32 messages, update mouse/keyboard data.
-// You may or not need this for your implementation, but it can serve as reference for handling inputs.
-// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
-/*
-IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
-*/
diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp
index 6a4b78d..e6d19b8 100644
--- a/examples/directx12_example/main.cpp
+++ b/examples/directx12_example/main.cpp
@@ -3,7 +3,8 @@
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
#include "imgui.h"
-#include "imgui_impl_dx12.h"
+#include "../imgui_impl_win32.h"
+#include "../imgui_impl_dx12.h"
#include
#include
#include
@@ -289,10 +290,9 @@
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
- ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
- DXGI_FORMAT_R8G8B8A8_UNORM,
- g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
- g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Setup style
ImGui::StyleColorsDark();
@@ -333,6 +333,7 @@
continue;
}
ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
+ ImGui_ImplWin32_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -409,6 +410,7 @@
WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
+ ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
diff --git a/examples/imgui_impl_dx12.cpp b/examples/imgui_impl_dx12.cpp
new file mode 100644
index 0000000..65692a3
--- /dev/null
+++ b/examples/imgui_impl_dx12.cpp
@@ -0,0 +1,624 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
+
+#include "imgui.h"
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include
+#include
+
+// DirectX data
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
+static ID3D10Blob* g_pVertexShaderBlob = NULL;
+static ID3D10Blob* g_pPixelShaderBlob = NULL;
+static ID3D12RootSignature* g_pRootSignature = NULL;
+static ID3D12PipelineState* g_pPipelineState = NULL;
+static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
+static ID3D12Resource* g_pFontTextureResource = NULL;
+static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
+static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
+
+struct FrameResources
+{
+ ID3D12Resource* IB;
+ ID3D12Resource* VB;
+ int VertexBufferSize;
+ int IndexBufferSize;
+};
+static FrameResources* g_pFrameResources = NULL;
+static UINT g_numFramesInFlight = 0;
+static UINT g_frameIndex = UINT_MAX;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// Render function
+// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
+{
+ // NOTE: I'm assuming that this only get's called once per frame!
+ // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
+ g_frameIndex = g_frameIndex + 1;
+ FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+ ID3D12Resource* g_pVB = frameResources->VB;
+ ID3D12Resource* g_pIB = frameResources->IB;
+ int g_VertexBufferSize = frameResources->VertexBufferSize;
+ int g_IndexBufferSize = frameResources->IndexBufferSize;
+ ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
+
+ // Create and grow vertex/index buffers if needed
+ if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+ &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
+ return;
+ frameResources->VB = g_pVB;
+ frameResources->VertexBufferSize = g_VertexBufferSize;
+ }
+ if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+ D3D12_RESOURCE_DESC desc;
+ memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
+ &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
+ return;
+ frameResources->IB = g_pIB;
+ frameResources->IndexBufferSize = g_IndexBufferSize;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ void* vtx_resource, *idx_resource;
+ D3D12_RANGE range;
+ memset(&range, 0, sizeof(D3D12_RANGE));
+ if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
+ return;
+ if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
+ return;
+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.Size;
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ g_pVB->Unmap(0, &range);
+ g_pIB->Unmap(0, &range);
+
+ // Setup orthographic projection matrix into our constant buffer
+ VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
+ {
+ VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
+ float L = 0.0f;
+ float R = ImGui::GetIO().DisplaySize.x;
+ float B = ImGui::GetIO().DisplaySize.y;
+ float T = 0.0f;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ }
+
+ // Setup viewport
+ D3D12_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0.0f;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ D3D12_VERTEX_BUFFER_VIEW vbv;
+ memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
+ vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
+ vbv.SizeInBytes = g_VertexBufferSize * stride;
+ vbv.StrideInBytes = stride;
+ ctx->IASetVertexBuffers(0, 1, &vbv);
+ D3D12_INDEX_BUFFER_VIEW ibv;
+ memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
+ ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
+ ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
+ ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
+ ctx->IASetIndexBuffer(&ibv);
+ ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->SetPipelineState(g_pPipelineState);
+ ctx->SetGraphicsRootSignature(g_pRootSignature);
+ ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+ // Setup render state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendFactor(blend_factor);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+ ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D12_HEAP_PROPERTIES props;
+ memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
+ props.Type = D3D12_HEAP_TYPE_DEFAULT;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ D3D12_RESOURCE_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ desc.Alignment = 0;
+ desc.Width = width;
+ desc.Height = height;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ ID3D12Resource* pTexture = NULL;
+ g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
+
+ UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
+ UINT uploadSize = height * uploadPitch;
+ desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
+ desc.Alignment = 0;
+ desc.Width = uploadSize;
+ desc.Height = 1;
+ desc.DepthOrArraySize = 1;
+ desc.MipLevels = 1;
+ desc.Format = DXGI_FORMAT_UNKNOWN;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
+ desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+
+ props.Type = D3D12_HEAP_TYPE_UPLOAD;
+ props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
+ props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
+
+ ID3D12Resource* uploadBuffer = NULL;
+ HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ void* mapped = NULL;
+ D3D12_RANGE range = { 0, uploadSize };
+ hr = uploadBuffer->Map(0, &range, &mapped);
+ IM_ASSERT(SUCCEEDED(hr));
+ for (int y = 0; y < height; y++)
+ memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
+ uploadBuffer->Unmap(0, &range);
+
+ D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
+ srcLocation.pResource = uploadBuffer;
+ srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
+ srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srcLocation.PlacedFootprint.Footprint.Width = width;
+ srcLocation.PlacedFootprint.Footprint.Height = height;
+ srcLocation.PlacedFootprint.Footprint.Depth = 1;
+ srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
+
+ D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
+ dstLocation.pResource = pTexture;
+ dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
+ dstLocation.SubresourceIndex = 0;
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = pTexture;
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
+
+ ID3D12Fence* fence = NULL;
+ hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ HANDLE event = CreateEvent(0, 0, 0, 0);
+ IM_ASSERT(event != NULL);
+
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queueDesc.NodeMask = 1;
+
+ ID3D12CommandQueue* cmdQueue = NULL;
+ hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12CommandAllocator* cmdAlloc = NULL;
+ hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12GraphicsCommandList* cmdList = NULL;
+ hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
+ cmdList->ResourceBarrier(1, &barrier);
+
+ hr = cmdList->Close();
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
+ hr = cmdQueue->Signal(fence, 1);
+ IM_ASSERT(SUCCEEDED(hr));
+
+ fence->SetEventOnCompletion(1, event);
+ WaitForSingleObject(event, INFINITE);
+
+ cmdList->Release();
+ cmdAlloc->Release();
+ cmdQueue->Release();
+ CloseHandle(event);
+ fence->Release();
+ uploadBuffer->Release();
+
+ // Create texture view
+ D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
+ if (g_pFontTextureResource != NULL)
+ g_pFontTextureResource->Release();
+ g_pFontTextureResource = pTexture;
+ }
+
+ // Store our identifier
+ static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
+ io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pPipelineState)
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ // Create the root signature
+ {
+ D3D12_DESCRIPTOR_RANGE descRange = {};
+ descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ descRange.NumDescriptors = 1;
+ descRange.BaseShaderRegister = 0;
+ descRange.RegisterSpace = 0;
+ descRange.OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_ROOT_PARAMETER param[2] = {};
+
+ param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
+ param[0].Constants.ShaderRegister = 0;
+ param[0].Constants.RegisterSpace = 0;
+ param[0].Constants.Num32BitValues = 16;
+ param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ param[1].DescriptorTable.NumDescriptorRanges = 1;
+ param[1].DescriptorTable.pDescriptorRanges = &descRange;
+ param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_STATIC_SAMPLER_DESC staticSampler = {};
+ staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ staticSampler.MipLODBias = 0.f;
+ staticSampler.MaxAnisotropy = 0;
+ staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
+ staticSampler.MinLOD = 0.f;
+ staticSampler.MaxLOD = 0.f;
+ staticSampler.ShaderRegister = 0;
+ staticSampler.RegisterSpace = 0;
+ staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ D3D12_ROOT_SIGNATURE_DESC desc = {};
+ desc.NumParameters = _countof(param);
+ desc.pParameters = param;
+ desc.NumStaticSamplers = 1;
+ desc.pStaticSamplers = &staticSampler;
+ desc.Flags =
+ D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
+ D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
+
+ ID3DBlob* blob = NULL;
+ if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
+ return false;
+
+ g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+ blob->Release();
+ }
+
+ // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX12 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
+ memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
+ psoDesc.NodeMask = 1;
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ psoDesc.pRootSignature = g_pRootSignature;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = g_RTVFormat;
+ psoDesc.SampleDesc.Count = 1;
+ psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
+
+ // Create the input layout
+ static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+ psoDesc.InputLayout = { local_layout, 3 };
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ SamplerState sampler0 : register(s0);\
+ Texture2D texture0 : register(t0);\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
+ }
+
+ // Create the blending setup
+ {
+ D3D12_BLEND_DESC& desc = psoDesc.BlendState;
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ // Create the rasterizer state
+ {
+ D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
+ desc.FillMode = D3D12_FILL_MODE_SOLID;
+ desc.CullMode = D3D12_CULL_MODE_NONE;
+ desc.FrontCounterClockwise = FALSE;
+ desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
+ desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
+ desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
+ desc.DepthClipEnable = true;
+ desc.MultisampleEnable = FALSE;
+ desc.AntialiasedLineEnable = FALSE;
+ desc.ForcedSampleCount = 0;
+ desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
+ }
+
+ // Create depth-stencil State
+ {
+ D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ }
+
+ if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
+ return false;
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+
+ if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+ if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+ if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
+ if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
+ if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
+ for (UINT i = 0; i < g_numFramesInFlight; i++)
+ {
+ if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
+ if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
+ }
+}
+
+bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
+{
+ g_pd3dDevice = device;
+ g_RTVFormat = rtv_format;
+ g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+ g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+ g_pFrameResources = new FrameResources [num_frames_in_flight];
+ g_numFramesInFlight = num_frames_in_flight;
+ g_frameIndex = UINT_MAX;
+
+ for (int i = 0; i < num_frames_in_flight; i++)
+ {
+ g_pFrameResources[i].IB = NULL;
+ g_pFrameResources[i].VB = NULL;
+ g_pFrameResources[i].VertexBufferSize = 5000;
+ g_pFrameResources[i].IndexBufferSize = 10000;
+ }
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ delete[] g_pFrameResources;
+ g_pd3dDevice = NULL;
+ g_pd3dCommandList = NULL;
+ g_hFontSrvCpuDescHandle.ptr = 0;
+ g_hFontSrvGpuDescHandle.ptr = 0;
+ g_pFrameResources = NULL;
+ g_numFramesInFlight = 0;
+ g_frameIndex = UINT_MAX;
+}
+
+void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
+{
+ if (!g_pPipelineState)
+ ImGui_ImplDX12_CreateDeviceObjects();
+
+ g_pd3dCommandList = command_list;
+}
diff --git a/examples/imgui_impl_dx12.h b/examples/imgui_impl_dx12.h
new file mode 100644
index 0000000..0f8eaeb
--- /dev/null
+++ b/examples/imgui_impl_dx12.h
@@ -0,0 +1,30 @@
+// ImGui Win32 + DirectX12 binding
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+// Implemented features:
+// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+enum DXGI_FORMAT;
+struct ID3D12Device;
+struct ID3D12GraphicsCommandList;
+struct D3D12_CPU_DESCRIPTOR_HANDLE;
+struct D3D12_GPU_DESCRIPTOR_HANDLE;
+
+// cmd_list is the command list that the implementation will use to render imgui draw lists.
+// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
+// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
+// 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.
+IMGUI_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
+ D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
+IMGUI_API void ImGui_ImplDX12_Shutdown();
+IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
+IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
+IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();