| 1 | // dear imgui: Renderer Backend for DirectX12 |
| 2 | // This needs to be used along with a Platform Backend (e.g. Win32) |
| 3 | |
| 4 | // Implemented features: |
| 5 | // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! |
| 6 | // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). |
| 7 | // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). |
| 8 | // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. |
| 9 | // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| 10 | // FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. |
| 11 | |
| 12 | // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. |
| 13 | // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ |
| 14 | |
| 15 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 16 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 17 | // Learn about Dear ImGui: |
| 18 | // - FAQ https://dearimgui.com/faq |
| 19 | // - Getting Started https://dearimgui.com/getting-started |
| 20 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 21 | // - Introduction, links and more at the top of imgui.cpp |
| 22 | |
| 23 | // CHANGELOG |
| 24 | // (minor and older changes stripped away, please see git history for details) |
| 25 | // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| 26 | // 2025-06-19: Fixed build on MinGW. (#8702, #4594) |
| 27 | // 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. |
| 28 | // 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). |
| 29 | // 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429) |
| 30 | // 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. |
| 31 | // 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat. |
| 32 | // 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). |
| 33 | // 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple. |
| 34 | // 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools. |
| 35 | // 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap. |
| 36 | // 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. |
| 37 | // 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. |
| 38 | // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
| 39 | // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). |
| 40 | // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
| 41 | // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. |
| 42 | // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. |
| 43 | // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. |
| 44 | // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. |
| 45 | // 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. |
| 46 | // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
| 47 | // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
| 48 | // 2019-03-29: Misc: Various minor tidying up. |
| 49 | // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). |
| 50 | // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
| 51 | // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). |
| 52 | // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. |
| 53 | // 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). |
| 54 | // 2018-02-22: Merged into master with all Win32 code synchronized to other examples. |
| 55 | |
| 56 | #include "imgui.h" |
| 57 | #ifndef IMGUI_DISABLE |
| 58 | #include "imgui_impl_dx12.h" |
| 59 | |
| 60 | // DirectX |
| 61 | #include <d3d12.h> |
| 62 | #include <dxgi1_4.h> |
| 63 | #include <d3dcompiler.h> |
| 64 | #ifdef _MSC_VER |
| 65 | #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. |
| 66 | #endif |
| 67 | |
| 68 | // Clang/GCC warnings with -Weverything |
| 69 | #if defined(__clang__) |
| 70 | #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. |
| 71 | #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
| 72 | #endif |
| 73 | |
| 74 | // MinGW workaround, see #4594 |
| 75 | typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE; |
| 76 | |
| 77 | // DirectX12 data |
| 78 | struct ImGui_ImplDX12_RenderBuffers; |
| 79 | |
| 80 | struct ImGui_ImplDX12_Texture |
| 81 | { |
| 82 | ID3D12Resource* pTextureResource; |
| 83 | D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; |
| 84 | D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; |
| 85 | |
| 86 | ImGui_ImplDX12_Texture() { memset(s: (void*)this, c: 0, n: sizeof(*this)); } |
| 87 | }; |
| 88 | |
| 89 | struct ImGui_ImplDX12_Data |
| 90 | { |
| 91 | ImGui_ImplDX12_InitInfo InitInfo; |
| 92 | ID3D12Device* pd3dDevice; |
| 93 | ID3D12RootSignature* pRootSignature; |
| 94 | ID3D12PipelineState* pPipelineState; |
| 95 | ID3D12CommandQueue* pCommandQueue; |
| 96 | bool commandQueueOwned; |
| 97 | DXGI_FORMAT RTVFormat; |
| 98 | DXGI_FORMAT DSVFormat; |
| 99 | ID3D12DescriptorHeap* pd3dSrvDescHeap; |
| 100 | UINT numFramesInFlight; |
| 101 | ImGui_ImplDX12_Texture FontTexture; |
| 102 | bool LegacySingleDescriptorUsed; |
| 103 | |
| 104 | ImGui_ImplDX12_Data() { memset(s: (void*)this, c: 0, n: sizeof(*this)); } |
| 105 | }; |
| 106 | |
| 107 | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
| 108 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| 109 | static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() |
| 110 | { |
| 111 | return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
| 112 | } |
| 113 | |
| 114 | // Buffers used during the rendering of a frame |
| 115 | struct ImGui_ImplDX12_RenderBuffers |
| 116 | { |
| 117 | ID3D12Resource* IndexBuffer; |
| 118 | ID3D12Resource* VertexBuffer; |
| 119 | int IndexBufferSize; |
| 120 | int VertexBufferSize; |
| 121 | }; |
| 122 | |
| 123 | // Buffers used for secondary viewports created by the multi-viewports systems |
| 124 | struct ImGui_ImplDX12_FrameContext |
| 125 | { |
| 126 | ID3D12CommandAllocator* CommandAllocator; |
| 127 | ID3D12Resource* RenderTarget; |
| 128 | D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; |
| 129 | }; |
| 130 | |
| 131 | // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. |
| 132 | // Main viewport created by application will only use the Resources field. |
| 133 | // Secondary viewports created by this backend will use all the fields (including Window fields), |
| 134 | struct ImGui_ImplDX12_ViewportData |
| 135 | { |
| 136 | // Window |
| 137 | ID3D12CommandQueue* CommandQueue; |
| 138 | ID3D12GraphicsCommandList* CommandList; |
| 139 | ID3D12DescriptorHeap* RtvDescHeap; |
| 140 | IDXGISwapChain3* SwapChain; |
| 141 | ID3D12Fence* Fence; |
| 142 | UINT64 FenceSignaledValue; |
| 143 | HANDLE FenceEvent; |
| 144 | UINT NumFramesInFlight; |
| 145 | ImGui_ImplDX12_FrameContext* FrameCtx; |
| 146 | |
| 147 | // Render buffers |
| 148 | UINT FrameIndex; |
| 149 | ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; |
| 150 | |
| 151 | ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) |
| 152 | { |
| 153 | CommandQueue = nullptr; |
| 154 | CommandList = nullptr; |
| 155 | RtvDescHeap = nullptr; |
| 156 | SwapChain = nullptr; |
| 157 | Fence = nullptr; |
| 158 | FenceSignaledValue = 0; |
| 159 | FenceEvent = nullptr; |
| 160 | NumFramesInFlight = num_frames_in_flight; |
| 161 | FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; |
| 162 | FrameIndex = UINT_MAX; |
| 163 | FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; |
| 164 | |
| 165 | for (UINT i = 0; i < NumFramesInFlight; ++i) |
| 166 | { |
| 167 | FrameCtx[i].CommandAllocator = nullptr; |
| 168 | FrameCtx[i].RenderTarget = nullptr; |
| 169 | |
| 170 | // Create buffers with a default size (they will later be grown as needed) |
| 171 | FrameRenderBuffers[i].IndexBuffer = nullptr; |
| 172 | FrameRenderBuffers[i].VertexBuffer = nullptr; |
| 173 | FrameRenderBuffers[i].VertexBufferSize = 5000; |
| 174 | FrameRenderBuffers[i].IndexBufferSize = 10000; |
| 175 | } |
| 176 | } |
| 177 | ~ImGui_ImplDX12_ViewportData() |
| 178 | { |
| 179 | IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr); |
| 180 | IM_ASSERT(RtvDescHeap == nullptr); |
| 181 | IM_ASSERT(SwapChain == nullptr); |
| 182 | IM_ASSERT(Fence == nullptr); |
| 183 | IM_ASSERT(FenceEvent == nullptr); |
| 184 | |
| 185 | for (UINT i = 0; i < NumFramesInFlight; ++i) |
| 186 | { |
| 187 | IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr); |
| 188 | IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr); |
| 189 | } |
| 190 | |
| 191 | delete[] FrameCtx; FrameCtx = nullptr; |
| 192 | delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr; |
| 193 | } |
| 194 | }; |
| 195 | |
| 196 | struct VERTEX_CONSTANT_BUFFER_DX12 |
| 197 | { |
| 198 | float mvp[4][4]; |
| 199 | }; |
| 200 | |
| 201 | // Forward Declarations |
| 202 | static void ImGui_ImplDX12_InitPlatformInterface(); |
| 203 | static void ImGui_ImplDX12_ShutdownPlatformInterface(); |
| 204 | |
| 205 | // Functions |
| 206 | static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) |
| 207 | { |
| 208 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 209 | |
| 210 | // Setup orthographic projection matrix into our constant buffer |
| 211 | // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). |
| 212 | VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; |
| 213 | { |
| 214 | float L = draw_data->DisplayPos.x; |
| 215 | float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
| 216 | float T = draw_data->DisplayPos.y; |
| 217 | float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
| 218 | float mvp[4][4] = |
| 219 | { |
| 220 | { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, |
| 221 | { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, |
| 222 | { 0.0f, 0.0f, 0.5f, 0.0f }, |
| 223 | { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
| 224 | }; |
| 225 | memcpy(dest: &vertex_constant_buffer.mvp, src: mvp, n: sizeof(mvp)); |
| 226 | } |
| 227 | |
| 228 | // Setup viewport |
| 229 | D3D12_VIEWPORT vp = {}; |
| 230 | vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; |
| 231 | vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; |
| 232 | vp.MinDepth = 0.0f; |
| 233 | vp.MaxDepth = 1.0f; |
| 234 | vp.TopLeftX = vp.TopLeftY = 0.0f; |
| 235 | command_list->RSSetViewports(1, &vp); |
| 236 | |
| 237 | // Bind shader and vertex buffers |
| 238 | unsigned int stride = sizeof(ImDrawVert); |
| 239 | unsigned int offset = 0; |
| 240 | D3D12_VERTEX_BUFFER_VIEW vbv = {}; |
| 241 | vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; |
| 242 | vbv.SizeInBytes = fr->VertexBufferSize * stride; |
| 243 | vbv.StrideInBytes = stride; |
| 244 | command_list->IASetVertexBuffers(0, 1, &vbv); |
| 245 | D3D12_INDEX_BUFFER_VIEW ibv = {}; |
| 246 | ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); |
| 247 | ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); |
| 248 | ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; |
| 249 | command_list->IASetIndexBuffer(&ibv); |
| 250 | command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
| 251 | command_list->SetPipelineState(bd->pPipelineState); |
| 252 | command_list->SetGraphicsRootSignature(bd->pRootSignature); |
| 253 | command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); |
| 254 | |
| 255 | // Setup blend factor |
| 256 | const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
| 257 | command_list->OMSetBlendFactor(blend_factor); |
| 258 | } |
| 259 | |
| 260 | template<typename T> |
| 261 | static inline void SafeRelease(T*& res) |
| 262 | { |
| 263 | if (res) |
| 264 | res->Release(); |
| 265 | res = nullptr; |
| 266 | } |
| 267 | |
| 268 | // Render function |
| 269 | void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list) |
| 270 | { |
| 271 | // Avoid rendering when minimized |
| 272 | if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
| 273 | return; |
| 274 | |
| 275 | // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. |
| 276 | // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). |
| 277 | if (draw_data->Textures != nullptr) |
| 278 | for (ImTextureData* tex : *draw_data->Textures) |
| 279 | if (tex->Status != ImTextureStatus_OK) |
| 280 | ImGui_ImplDX12_UpdateTexture(tex); |
| 281 | |
| 282 | // FIXME: We are assuming that this only gets called once per frame! |
| 283 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 284 | ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; |
| 285 | vd->FrameIndex++; |
| 286 | ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; |
| 287 | |
| 288 | // Create and grow vertex/index buffers if needed |
| 289 | if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) |
| 290 | { |
| 291 | SafeRelease(res&: fr->VertexBuffer); |
| 292 | fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
| 293 | D3D12_HEAP_PROPERTIES props = {}; |
| 294 | props.Type = D3D12_HEAP_TYPE_UPLOAD; |
| 295 | props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
| 296 | props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
| 297 | D3D12_RESOURCE_DESC desc = {}; |
| 298 | desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| 299 | desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); |
| 300 | desc.Height = 1; |
| 301 | desc.DepthOrArraySize = 1; |
| 302 | desc.MipLevels = 1; |
| 303 | desc.Format = DXGI_FORMAT_UNKNOWN; |
| 304 | desc.SampleDesc.Count = 1; |
| 305 | desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| 306 | desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 307 | if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) |
| 308 | return; |
| 309 | } |
| 310 | if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) |
| 311 | { |
| 312 | SafeRelease(res&: fr->IndexBuffer); |
| 313 | fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
| 314 | D3D12_HEAP_PROPERTIES props = {}; |
| 315 | props.Type = D3D12_HEAP_TYPE_UPLOAD; |
| 316 | props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
| 317 | props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
| 318 | D3D12_RESOURCE_DESC desc = {}; |
| 319 | desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| 320 | desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); |
| 321 | desc.Height = 1; |
| 322 | desc.DepthOrArraySize = 1; |
| 323 | desc.MipLevels = 1; |
| 324 | desc.Format = DXGI_FORMAT_UNKNOWN; |
| 325 | desc.SampleDesc.Count = 1; |
| 326 | desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| 327 | desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 328 | if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) |
| 329 | return; |
| 330 | } |
| 331 | |
| 332 | // Upload vertex/index data into a single contiguous GPU buffer |
| 333 | // During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only) |
| 334 | void* vtx_resource, *idx_resource; |
| 335 | D3D12_RANGE range = { 0, 0 }; |
| 336 | if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) |
| 337 | return; |
| 338 | if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) |
| 339 | return; |
| 340 | ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; |
| 341 | ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; |
| 342 | for (const ImDrawList* draw_list : draw_data->CmdLists) |
| 343 | { |
| 344 | memcpy(dest: vtx_dst, src: draw_list->VtxBuffer.Data, n: draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
| 345 | memcpy(dest: idx_dst, src: draw_list->IdxBuffer.Data, n: draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
| 346 | vtx_dst += draw_list->VtxBuffer.Size; |
| 347 | idx_dst += draw_list->IdxBuffer.Size; |
| 348 | } |
| 349 | |
| 350 | // During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only) |
| 351 | range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource); |
| 352 | IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert)); |
| 353 | fr->VertexBuffer->Unmap(0, &range); |
| 354 | range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource); |
| 355 | IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx)); |
| 356 | fr->IndexBuffer->Unmap(0, &range); |
| 357 | |
| 358 | // Setup desired DX state |
| 359 | ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); |
| 360 | |
| 361 | // Setup render state structure (for callbacks and custom texture bindings) |
| 362 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| 363 | ImGui_ImplDX12_RenderState render_state; |
| 364 | render_state.Device = bd->pd3dDevice; |
| 365 | render_state.CommandList = command_list; |
| 366 | platform_io.Renderer_RenderState = &render_state; |
| 367 | |
| 368 | // Render command lists |
| 369 | // (Because we merged all buffers into a single one, we maintain our own offset into them) |
| 370 | int global_vtx_offset = 0; |
| 371 | int global_idx_offset = 0; |
| 372 | ImVec2 clip_off = draw_data->DisplayPos; |
| 373 | ImVec2 clip_scale = draw_data->FramebufferScale; |
| 374 | for (const ImDrawList* draw_list : draw_data->CmdLists) |
| 375 | { |
| 376 | for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) |
| 377 | { |
| 378 | const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; |
| 379 | if (pcmd->UserCallback != nullptr) |
| 380 | { |
| 381 | // User callback, registered via ImDrawList::AddCallback() |
| 382 | // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
| 383 | if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
| 384 | ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); |
| 385 | else |
| 386 | pcmd->UserCallback(draw_list, pcmd); |
| 387 | } |
| 388 | else |
| 389 | { |
| 390 | // Project scissor/clipping rectangles into framebuffer space |
| 391 | ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
| 392 | ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
| 393 | if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
| 394 | continue; |
| 395 | |
| 396 | // Apply scissor/clipping rectangle |
| 397 | const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; |
| 398 | command_list->RSSetScissorRects(1, &r); |
| 399 | |
| 400 | // Bind texture, Draw |
| 401 | D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; |
| 402 | texture_handle.ptr = (UINT64)pcmd->GetTexID(); |
| 403 | command_list->SetGraphicsRootDescriptorTable(1, texture_handle); |
| 404 | command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); |
| 405 | } |
| 406 | } |
| 407 | global_idx_offset += draw_list->IdxBuffer.Size; |
| 408 | global_vtx_offset += draw_list->VtxBuffer.Size; |
| 409 | } |
| 410 | platform_io.Renderer_RenderState = nullptr; |
| 411 | } |
| 412 | |
| 413 | static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex) |
| 414 | { |
| 415 | ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData; |
| 416 | if (backend_tex == nullptr) |
| 417 | return; |
| 418 | IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID); |
| 419 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 420 | bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle); |
| 421 | SafeRelease(res&: backend_tex->pTextureResource); |
| 422 | backend_tex->hFontSrvCpuDescHandle.ptr = 0; |
| 423 | backend_tex->hFontSrvGpuDescHandle.ptr = 0; |
| 424 | IM_DELETE(p: backend_tex); |
| 425 | |
| 426 | // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) |
| 427 | tex->SetTexID(ImTextureID_Invalid); |
| 428 | tex->SetStatus(ImTextureStatus_Destroyed); |
| 429 | tex->BackendUserData = nullptr; |
| 430 | } |
| 431 | |
| 432 | void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex) |
| 433 | { |
| 434 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 435 | bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in? |
| 436 | |
| 437 | if (tex->Status == ImTextureStatus_WantCreate) |
| 438 | { |
| 439 | // Create and upload new texture to graphics system |
| 440 | //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); |
| 441 | IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); |
| 442 | IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); |
| 443 | ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)(); |
| 444 | bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle |
| 445 | |
| 446 | D3D12_HEAP_PROPERTIES props = {}; |
| 447 | props.Type = D3D12_HEAP_TYPE_DEFAULT; |
| 448 | props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
| 449 | props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
| 450 | |
| 451 | D3D12_RESOURCE_DESC desc; |
| 452 | ZeroMemory(&desc, sizeof(desc)); |
| 453 | desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; |
| 454 | desc.Alignment = 0; |
| 455 | desc.Width = tex->Width; |
| 456 | desc.Height = tex->Height; |
| 457 | desc.DepthOrArraySize = 1; |
| 458 | desc.MipLevels = 1; |
| 459 | desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| 460 | desc.SampleDesc.Count = 1; |
| 461 | desc.SampleDesc.Quality = 0; |
| 462 | desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; |
| 463 | desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 464 | |
| 465 | ID3D12Resource* pTexture = nullptr; |
| 466 | bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
| 467 | D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); |
| 468 | |
| 469 | // Create SRV |
| 470 | D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; |
| 471 | ZeroMemory(&srvDesc, sizeof(srvDesc)); |
| 472 | srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| 473 | srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; |
| 474 | srvDesc.Texture2D.MipLevels = desc.MipLevels; |
| 475 | srvDesc.Texture2D.MostDetailedMip = 0; |
| 476 | srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; |
| 477 | bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle); |
| 478 | SafeRelease(res&: backend_tex->pTextureResource); |
| 479 | backend_tex->pTextureResource = pTexture; |
| 480 | |
| 481 | // Store identifiers |
| 482 | tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr); |
| 483 | tex->BackendUserData = backend_tex; |
| 484 | need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier |
| 485 | // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below. |
| 486 | } |
| 487 | |
| 488 | if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) |
| 489 | { |
| 490 | ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData; |
| 491 | IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); |
| 492 | |
| 493 | // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. |
| 494 | // FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[] |
| 495 | // - Copy all blocks contiguously in upload buffer. |
| 496 | // - Barrier before copy, submit all CopyTextureRegion(), barrier after copy. |
| 497 | const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; |
| 498 | const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; |
| 499 | const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; |
| 500 | const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; |
| 501 | |
| 502 | // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! |
| 503 | // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. |
| 504 | UINT upload_pitch_src = upload_w * tex->BytesPerPixel; |
| 505 | UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); |
| 506 | UINT upload_size = upload_pitch_dst * upload_h; |
| 507 | |
| 508 | D3D12_RESOURCE_DESC desc; |
| 509 | ZeroMemory(&desc, sizeof(desc)); |
| 510 | desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; |
| 511 | desc.Alignment = 0; |
| 512 | desc.Width = upload_size; |
| 513 | desc.Height = 1; |
| 514 | desc.DepthOrArraySize = 1; |
| 515 | desc.MipLevels = 1; |
| 516 | desc.Format = DXGI_FORMAT_UNKNOWN; |
| 517 | desc.SampleDesc.Count = 1; |
| 518 | desc.SampleDesc.Quality = 0; |
| 519 | desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; |
| 520 | desc.Flags = D3D12_RESOURCE_FLAG_NONE; |
| 521 | |
| 522 | D3D12_HEAP_PROPERTIES props; |
| 523 | memset(s: &props, c: 0, n: sizeof(D3D12_HEAP_PROPERTIES)); |
| 524 | props.Type = D3D12_HEAP_TYPE_UPLOAD; |
| 525 | props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; |
| 526 | props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; |
| 527 | |
| 528 | // FIXME-OPT: Can upload buffer be reused? |
| 529 | ID3D12Resource* uploadBuffer = nullptr; |
| 530 | HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, |
| 531 | D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); |
| 532 | IM_ASSERT(SUCCEEDED(hr)); |
| 533 | |
| 534 | // Create temporary command list and execute immediately |
| 535 | ID3D12Fence* fence = nullptr; |
| 536 | hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); |
| 537 | IM_ASSERT(SUCCEEDED(hr)); |
| 538 | |
| 539 | HANDLE event = ::CreateEvent(0, 0, 0, 0); |
| 540 | IM_ASSERT(event != nullptr); |
| 541 | |
| 542 | // FIXME-OPT: Create once and reuse? |
| 543 | ID3D12CommandAllocator* cmdAlloc = nullptr; |
| 544 | hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); |
| 545 | IM_ASSERT(SUCCEEDED(hr)); |
| 546 | |
| 547 | // FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures) |
| 548 | ID3D12GraphicsCommandList* cmdList = nullptr; |
| 549 | hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); |
| 550 | IM_ASSERT(SUCCEEDED(hr)); |
| 551 | |
| 552 | // Copy to upload buffer |
| 553 | void* mapped = nullptr; |
| 554 | D3D12_RANGE range = { 0, upload_size }; |
| 555 | hr = uploadBuffer->Map(0, &range, &mapped); |
| 556 | IM_ASSERT(SUCCEEDED(hr)); |
| 557 | for (int y = 0; y < upload_h; y++) |
| 558 | memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src); |
| 559 | uploadBuffer->Unmap(0, &range); |
| 560 | |
| 561 | if (need_barrier_before_copy) |
| 562 | { |
| 563 | D3D12_RESOURCE_BARRIER barrier = {}; |
| 564 | barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
| 565 | barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
| 566 | barrier.Transition.pResource = backend_tex->pTextureResource; |
| 567 | barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
| 568 | barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 569 | barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST; |
| 570 | cmdList->ResourceBarrier(1, &barrier); |
| 571 | } |
| 572 | |
| 573 | D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; |
| 574 | D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; |
| 575 | { |
| 576 | srcLocation.pResource = uploadBuffer; |
| 577 | srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; |
| 578 | srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| 579 | srcLocation.PlacedFootprint.Footprint.Width = upload_w; |
| 580 | srcLocation.PlacedFootprint.Footprint.Height = upload_h; |
| 581 | srcLocation.PlacedFootprint.Footprint.Depth = 1; |
| 582 | srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst; |
| 583 | dstLocation.pResource = backend_tex->pTextureResource; |
| 584 | dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; |
| 585 | dstLocation.SubresourceIndex = 0; |
| 586 | } |
| 587 | cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr); |
| 588 | |
| 589 | { |
| 590 | D3D12_RESOURCE_BARRIER barrier = {}; |
| 591 | barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
| 592 | barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
| 593 | barrier.Transition.pResource = backend_tex->pTextureResource; |
| 594 | barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
| 595 | barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; |
| 596 | barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; |
| 597 | cmdList->ResourceBarrier(1, &barrier); |
| 598 | } |
| 599 | |
| 600 | hr = cmdList->Close(); |
| 601 | IM_ASSERT(SUCCEEDED(hr)); |
| 602 | |
| 603 | ID3D12CommandQueue* cmdQueue = bd->pCommandQueue; |
| 604 | cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); |
| 605 | hr = cmdQueue->Signal(fence, 1); |
| 606 | IM_ASSERT(SUCCEEDED(hr)); |
| 607 | |
| 608 | // FIXME-OPT: Suboptimal? |
| 609 | // - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version) |
| 610 | // - Store per-frame in flight: upload buffer? |
| 611 | // - Where do cmdList and cmdAlloc fit? |
| 612 | fence->SetEventOnCompletion(1, event); |
| 613 | ::WaitForSingleObject(event, INFINITE); |
| 614 | |
| 615 | cmdList->Release(); |
| 616 | cmdAlloc->Release(); |
| 617 | ::CloseHandle(event); |
| 618 | fence->Release(); |
| 619 | uploadBuffer->Release(); |
| 620 | tex->SetStatus(ImTextureStatus_OK); |
| 621 | } |
| 622 | |
| 623 | if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight) |
| 624 | ImGui_ImplDX12_DestroyTexture(tex); |
| 625 | } |
| 626 | |
| 627 | bool ImGui_ImplDX12_CreateDeviceObjects() |
| 628 | { |
| 629 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 630 | if (!bd || !bd->pd3dDevice) |
| 631 | return false; |
| 632 | if (bd->pPipelineState) |
| 633 | ImGui_ImplDX12_InvalidateDeviceObjects(); |
| 634 | |
| 635 | // Create the root signature |
| 636 | { |
| 637 | D3D12_DESCRIPTOR_RANGE descRange = {}; |
| 638 | descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; |
| 639 | descRange.NumDescriptors = 1; |
| 640 | descRange.BaseShaderRegister = 0; |
| 641 | descRange.RegisterSpace = 0; |
| 642 | descRange.OffsetInDescriptorsFromTableStart = 0; |
| 643 | |
| 644 | D3D12_ROOT_PARAMETER param[2] = {}; |
| 645 | |
| 646 | param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; |
| 647 | param[0].Constants.ShaderRegister = 0; |
| 648 | param[0].Constants.RegisterSpace = 0; |
| 649 | param[0].Constants.Num32BitValues = 16; |
| 650 | param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; |
| 651 | |
| 652 | param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; |
| 653 | param[1].DescriptorTable.NumDescriptorRanges = 1; |
| 654 | param[1].DescriptorTable.pDescriptorRanges = &descRange; |
| 655 | param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; |
| 656 | |
| 657 | // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. |
| 658 | D3D12_STATIC_SAMPLER_DESC staticSampler = {}; |
| 659 | staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; |
| 660 | staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; |
| 661 | staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; |
| 662 | staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; |
| 663 | staticSampler.MipLODBias = 0.f; |
| 664 | staticSampler.MaxAnisotropy = 0; |
| 665 | staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
| 666 | staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; |
| 667 | staticSampler.MinLOD = 0.f; |
| 668 | staticSampler.MaxLOD = D3D12_FLOAT32_MAX; |
| 669 | staticSampler.ShaderRegister = 0; |
| 670 | staticSampler.RegisterSpace = 0; |
| 671 | staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; |
| 672 | |
| 673 | D3D12_ROOT_SIGNATURE_DESC desc = {}; |
| 674 | desc.NumParameters = _countof(param); |
| 675 | desc.pParameters = param; |
| 676 | desc.NumStaticSamplers = 1; |
| 677 | desc.pStaticSamplers = &staticSampler; |
| 678 | desc.Flags = |
| 679 | D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | |
| 680 | D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | |
| 681 | D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | |
| 682 | D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; |
| 683 | |
| 684 | // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. |
| 685 | // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. |
| 686 | static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll" ); |
| 687 | if (d3d12_dll == nullptr) |
| 688 | { |
| 689 | // Attempt to load d3d12.dll from local directories. This will only succeed if |
| 690 | // (1) the current OS is Windows 7, and |
| 691 | // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. |
| 692 | // See https://github.com/ocornut/imgui/pull/3696 for details. |
| 693 | const char* localD3d12Paths[] = { ".\\d3d12.dll" , ".\\d3d12on7\\d3d12.dll" , ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample |
| 694 | for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++) |
| 695 | if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) |
| 696 | break; |
| 697 | |
| 698 | // If failed, we are on Windows >= 10. |
| 699 | if (d3d12_dll == nullptr) |
| 700 | d3d12_dll = ::LoadLibraryA("d3d12.dll" ); |
| 701 | |
| 702 | if (d3d12_dll == nullptr) |
| 703 | return false; |
| 704 | } |
| 705 | |
| 706 | _PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature" ); |
| 707 | if (D3D12SerializeRootSignatureFn == nullptr) |
| 708 | return false; |
| 709 | |
| 710 | ID3DBlob* blob = nullptr; |
| 711 | if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) |
| 712 | return false; |
| 713 | |
| 714 | bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature)); |
| 715 | blob->Release(); |
| 716 | } |
| 717 | |
| 718 | // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) |
| 719 | // If you would like to use this DX12 sample code but remove this dependency you can: |
| 720 | // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] |
| 721 | // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. |
| 722 | // See https://github.com/ocornut/imgui/pull/638 for sources and details. |
| 723 | |
| 724 | D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; |
| 725 | psoDesc.NodeMask = 1; |
| 726 | psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; |
| 727 | psoDesc.pRootSignature = bd->pRootSignature; |
| 728 | psoDesc.SampleMask = UINT_MAX; |
| 729 | psoDesc.NumRenderTargets = 1; |
| 730 | psoDesc.RTVFormats[0] = bd->RTVFormat; |
| 731 | psoDesc.DSVFormat = bd->DSVFormat; |
| 732 | psoDesc.SampleDesc.Count = 1; |
| 733 | psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; |
| 734 | |
| 735 | ID3DBlob* vertexShaderBlob; |
| 736 | ID3DBlob* pixelShaderBlob; |
| 737 | |
| 738 | // Create the vertex shader |
| 739 | { |
| 740 | static const char* vertexShader = |
| 741 | "cbuffer vertexBuffer : register(b0) \ |
| 742 | {\ |
| 743 | float4x4 ProjectionMatrix; \ |
| 744 | };\ |
| 745 | struct VS_INPUT\ |
| 746 | {\ |
| 747 | float2 pos : POSITION;\ |
| 748 | float4 col : COLOR0;\ |
| 749 | float2 uv : TEXCOORD0;\ |
| 750 | };\ |
| 751 | \ |
| 752 | struct PS_INPUT\ |
| 753 | {\ |
| 754 | float4 pos : SV_POSITION;\ |
| 755 | float4 col : COLOR0;\ |
| 756 | float2 uv : TEXCOORD0;\ |
| 757 | };\ |
| 758 | \ |
| 759 | PS_INPUT main(VS_INPUT input)\ |
| 760 | {\ |
| 761 | PS_INPUT output;\ |
| 762 | output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
| 763 | output.col = input.col;\ |
| 764 | output.uv = input.uv;\ |
| 765 | return output;\ |
| 766 | }" ; |
| 767 | |
| 768 | if (FAILED(D3DCompile(vertexShader, strlen(s: vertexShader), nullptr, nullptr, nullptr, "main" , "vs_5_0" , 0, 0, &vertexShaderBlob, nullptr))) |
| 769 | return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
| 770 | psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; |
| 771 | |
| 772 | // Create the input layout |
| 773 | static D3D12_INPUT_ELEMENT_DESC local_layout[] = |
| 774 | { |
| 775 | { "POSITION" , 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| 776 | { "TEXCOORD" , 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| 777 | { "COLOR" , 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, |
| 778 | }; |
| 779 | psoDesc.InputLayout = { local_layout, 3 }; |
| 780 | } |
| 781 | |
| 782 | // Create the pixel shader |
| 783 | { |
| 784 | static const char* pixelShader = |
| 785 | "struct PS_INPUT\ |
| 786 | {\ |
| 787 | float4 pos : SV_POSITION;\ |
| 788 | float4 col : COLOR0;\ |
| 789 | float2 uv : TEXCOORD0;\ |
| 790 | };\ |
| 791 | SamplerState sampler0 : register(s0);\ |
| 792 | Texture2D texture0 : register(t0);\ |
| 793 | \ |
| 794 | float4 main(PS_INPUT input) : SV_Target\ |
| 795 | {\ |
| 796 | float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ |
| 797 | return out_col; \ |
| 798 | }" ; |
| 799 | |
| 800 | if (FAILED(D3DCompile(pixelShader, strlen(s: pixelShader), nullptr, nullptr, nullptr, "main" , "ps_5_0" , 0, 0, &pixelShaderBlob, nullptr))) |
| 801 | { |
| 802 | vertexShaderBlob->Release(); |
| 803 | return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
| 804 | } |
| 805 | psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; |
| 806 | } |
| 807 | |
| 808 | // Create the blending setup |
| 809 | { |
| 810 | D3D12_BLEND_DESC& desc = psoDesc.BlendState; |
| 811 | desc.AlphaToCoverageEnable = false; |
| 812 | desc.RenderTarget[0].BlendEnable = true; |
| 813 | desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; |
| 814 | desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; |
| 815 | desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; |
| 816 | desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; |
| 817 | desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; |
| 818 | desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; |
| 819 | desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; |
| 820 | } |
| 821 | |
| 822 | // Create the rasterizer state |
| 823 | { |
| 824 | D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; |
| 825 | desc.FillMode = D3D12_FILL_MODE_SOLID; |
| 826 | desc.CullMode = D3D12_CULL_MODE_NONE; |
| 827 | desc.FrontCounterClockwise = FALSE; |
| 828 | desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; |
| 829 | desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; |
| 830 | desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; |
| 831 | desc.DepthClipEnable = true; |
| 832 | desc.MultisampleEnable = FALSE; |
| 833 | desc.AntialiasedLineEnable = FALSE; |
| 834 | desc.ForcedSampleCount = 0; |
| 835 | desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; |
| 836 | } |
| 837 | |
| 838 | // Create depth-stencil State |
| 839 | { |
| 840 | D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; |
| 841 | desc.DepthEnable = false; |
| 842 | desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; |
| 843 | desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
| 844 | desc.StencilEnable = false; |
| 845 | desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; |
| 846 | desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; |
| 847 | desc.BackFace = desc.FrontFace; |
| 848 | } |
| 849 | |
| 850 | HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState)); |
| 851 | vertexShaderBlob->Release(); |
| 852 | pixelShaderBlob->Release(); |
| 853 | if (result_pipeline_state != S_OK) |
| 854 | return false; |
| 855 | |
| 856 | return true; |
| 857 | } |
| 858 | |
| 859 | static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) |
| 860 | { |
| 861 | SafeRelease(res&: render_buffers->IndexBuffer); |
| 862 | SafeRelease(res&: render_buffers->VertexBuffer); |
| 863 | render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; |
| 864 | } |
| 865 | |
| 866 | void ImGui_ImplDX12_InvalidateDeviceObjects() |
| 867 | { |
| 868 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 869 | if (!bd || !bd->pd3dDevice) |
| 870 | return; |
| 871 | |
| 872 | if (bd->commandQueueOwned) |
| 873 | SafeRelease(res&: bd->pCommandQueue); |
| 874 | bd->commandQueueOwned = false; |
| 875 | SafeRelease(res&: bd->pRootSignature); |
| 876 | SafeRelease(res&: bd->pPipelineState); |
| 877 | |
| 878 | // Destroy all textures |
| 879 | for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) |
| 880 | if (tex->RefCount == 1) |
| 881 | ImGui_ImplDX12_DestroyTexture(tex); |
| 882 | } |
| 883 | |
| 884 | #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS |
| 885 | static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info) |
| 886 | { |
| 887 | // Wrap legacy behavior of passing space for a single descriptor |
| 888 | IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0); |
| 889 | init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) |
| 890 | { |
| 891 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 892 | IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!" ); |
| 893 | *out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor; |
| 894 | *out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor; |
| 895 | bd->LegacySingleDescriptorUsed = true; |
| 896 | }; |
| 897 | init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE) |
| 898 | { |
| 899 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 900 | IM_ASSERT(bd->LegacySingleDescriptorUsed == true); |
| 901 | bd->LegacySingleDescriptorUsed = false; |
| 902 | }; |
| 903 | } |
| 904 | #endif |
| 905 | |
| 906 | bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) |
| 907 | { |
| 908 | ImGuiIO& io = ImGui::GetIO(); |
| 909 | IMGUI_CHECKVERSION(); |
| 910 | IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!" ); |
| 911 | |
| 912 | // Setup backend capabilities flags |
| 913 | ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); |
| 914 | bd->InitInfo = *init_info; // Deep copy |
| 915 | init_info = &bd->InitInfo; |
| 916 | |
| 917 | bd->pd3dDevice = init_info->Device; |
| 918 | IM_ASSERT(init_info->CommandQueue != NULL); |
| 919 | bd->pCommandQueue = init_info->CommandQueue; |
| 920 | bd->RTVFormat = init_info->RTVFormat; |
| 921 | bd->DSVFormat = init_info->DSVFormat; |
| 922 | bd->numFramesInFlight = init_info->NumFramesInFlight; |
| 923 | bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap; |
| 924 | |
| 925 | io.BackendRendererUserData = (void*)bd; |
| 926 | io.BackendRendererName = "imgui_impl_dx12" ; |
| 927 | io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
| 928 | io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. |
| 929 | io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) |
| 930 | |
| 931 | if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| 932 | ImGui_ImplDX12_InitPlatformInterface(); |
| 933 | |
| 934 | // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, |
| 935 | // Since this is created and managed by the application, we will only use the ->Resources[] fields. |
| 936 | ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| 937 | main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); |
| 938 | |
| 939 | #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS |
| 940 | if (init_info->SrvDescriptorAllocFn == nullptr) |
| 941 | ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info); |
| 942 | #endif |
| 943 | IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); |
| 944 | |
| 945 | return true; |
| 946 | } |
| 947 | |
| 948 | #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS |
| 949 | // Legacy initialization API Obsoleted in 1.91.5 |
| 950 | // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' |
| 951 | bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) |
| 952 | { |
| 953 | ImGui_ImplDX12_InitInfo init_info; |
| 954 | init_info.Device = device; |
| 955 | init_info.NumFramesInFlight = num_frames_in_flight; |
| 956 | init_info.RTVFormat = rtv_format; |
| 957 | init_info.SrvDescriptorHeap = srv_descriptor_heap; |
| 958 | init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle; |
| 959 | init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle; |
| 960 | |
| 961 | D3D12_COMMAND_QUEUE_DESC queueDesc = {}; |
| 962 | queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| 963 | queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| 964 | queueDesc.NodeMask = 1; |
| 965 | HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue)); |
| 966 | IM_ASSERT(SUCCEEDED(hr)); |
| 967 | |
| 968 | bool ret = ImGui_ImplDX12_Init(init_info: &init_info); |
| 969 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 970 | bd->commandQueueOwned = true; |
| 971 | ImGuiIO& io = ImGui::GetIO(); |
| 972 | io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures. |
| 973 | |
| 974 | return ret; |
| 975 | } |
| 976 | #endif |
| 977 | |
| 978 | void ImGui_ImplDX12_Shutdown() |
| 979 | { |
| 980 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 981 | IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?" ); |
| 982 | ImGuiIO& io = ImGui::GetIO(); |
| 983 | |
| 984 | // Manually delete main viewport render resources in-case we haven't initialized for viewports |
| 985 | ImGuiViewport* main_viewport = ImGui::GetMainViewport(); |
| 986 | if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) |
| 987 | { |
| 988 | // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] |
| 989 | for (UINT i = 0; i < bd->numFramesInFlight; i++) |
| 990 | ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); |
| 991 | IM_DELETE(p: vd); |
| 992 | main_viewport->RendererUserData = nullptr; |
| 993 | } |
| 994 | |
| 995 | // Clean up windows and device objects |
| 996 | ImGui_ImplDX12_ShutdownPlatformInterface(); |
| 997 | ImGui_ImplDX12_InvalidateDeviceObjects(); |
| 998 | |
| 999 | io.BackendRendererName = nullptr; |
| 1000 | io.BackendRendererUserData = nullptr; |
| 1001 | io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); |
| 1002 | IM_DELETE(p: bd); |
| 1003 | } |
| 1004 | |
| 1005 | void ImGui_ImplDX12_NewFrame() |
| 1006 | { |
| 1007 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 1008 | IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?" ); |
| 1009 | |
| 1010 | if (!bd->pPipelineState) |
| 1011 | if (!ImGui_ImplDX12_CreateDeviceObjects()) |
| 1012 | IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!" ); |
| 1013 | } |
| 1014 | |
| 1015 | //-------------------------------------------------------------------------------------------------------- |
| 1016 | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
| 1017 | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
| 1018 | // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
| 1019 | //-------------------------------------------------------------------------------------------------------- |
| 1020 | |
| 1021 | static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) |
| 1022 | { |
| 1023 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 1024 | ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); |
| 1025 | viewport->RendererUserData = vd; |
| 1026 | |
| 1027 | // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). |
| 1028 | // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. |
| 1029 | HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; |
| 1030 | IM_ASSERT(hwnd != 0); |
| 1031 | |
| 1032 | vd->FrameIndex = UINT_MAX; |
| 1033 | |
| 1034 | // Create command queue. |
| 1035 | D3D12_COMMAND_QUEUE_DESC queue_desc = {}; |
| 1036 | queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| 1037 | queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| 1038 | |
| 1039 | HRESULT res = S_OK; |
| 1040 | res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue)); |
| 1041 | IM_ASSERT(res == S_OK); |
| 1042 | |
| 1043 | // Create command allocator. |
| 1044 | for (UINT i = 0; i < bd->numFramesInFlight; ++i) |
| 1045 | { |
| 1046 | res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); |
| 1047 | IM_ASSERT(res == S_OK); |
| 1048 | } |
| 1049 | |
| 1050 | // Create command list. |
| 1051 | res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList)); |
| 1052 | IM_ASSERT(res == S_OK); |
| 1053 | vd->CommandList->Close(); |
| 1054 | |
| 1055 | // Create fence. |
| 1056 | res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence)); |
| 1057 | IM_ASSERT(res == S_OK); |
| 1058 | |
| 1059 | vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); |
| 1060 | IM_ASSERT(vd->FenceEvent != nullptr); |
| 1061 | |
| 1062 | // Create swap chain |
| 1063 | // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. |
| 1064 | DXGI_SWAP_CHAIN_DESC1 sd1; |
| 1065 | ZeroMemory(&sd1, sizeof(sd1)); |
| 1066 | sd1.BufferCount = bd->numFramesInFlight; |
| 1067 | sd1.Width = (UINT)viewport->Size.x; |
| 1068 | sd1.Height = (UINT)viewport->Size.y; |
| 1069 | sd1.Format = bd->RTVFormat; |
| 1070 | sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
| 1071 | sd1.SampleDesc.Count = 1; |
| 1072 | sd1.SampleDesc.Quality = 0; |
| 1073 | sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; |
| 1074 | sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; |
| 1075 | sd1.Scaling = DXGI_SCALING_NONE; |
| 1076 | sd1.Stereo = FALSE; |
| 1077 | |
| 1078 | IDXGIFactory4* dxgi_factory = nullptr; |
| 1079 | res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory)); |
| 1080 | IM_ASSERT(res == S_OK); |
| 1081 | |
| 1082 | IDXGISwapChain1* swap_chain = nullptr; |
| 1083 | res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain); |
| 1084 | IM_ASSERT(res == S_OK); |
| 1085 | |
| 1086 | dxgi_factory->Release(); |
| 1087 | |
| 1088 | // Or swapChain.As(&mSwapChain) |
| 1089 | IM_ASSERT(vd->SwapChain == nullptr); |
| 1090 | swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); |
| 1091 | swap_chain->Release(); |
| 1092 | |
| 1093 | // Create the render targets |
| 1094 | if (vd->SwapChain) |
| 1095 | { |
| 1096 | D3D12_DESCRIPTOR_HEAP_DESC desc = {}; |
| 1097 | desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; |
| 1098 | desc.NumDescriptors = bd->numFramesInFlight; |
| 1099 | desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; |
| 1100 | desc.NodeMask = 1; |
| 1101 | |
| 1102 | HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); |
| 1103 | IM_ASSERT(hr == S_OK); |
| 1104 | |
| 1105 | SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); |
| 1106 | D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); |
| 1107 | for (UINT i = 0; i < bd->numFramesInFlight; i++) |
| 1108 | { |
| 1109 | vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; |
| 1110 | rtv_handle.ptr += rtv_descriptor_size; |
| 1111 | } |
| 1112 | |
| 1113 | ID3D12Resource* back_buffer; |
| 1114 | for (UINT i = 0; i < bd->numFramesInFlight; i++) |
| 1115 | { |
| 1116 | IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr); |
| 1117 | vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); |
| 1118 | bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); |
| 1119 | vd->FrameCtx[i].RenderTarget = back_buffer; |
| 1120 | } |
| 1121 | } |
| 1122 | |
| 1123 | for (UINT i = 0; i < bd->numFramesInFlight; i++) |
| 1124 | ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); |
| 1125 | } |
| 1126 | |
| 1127 | static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) |
| 1128 | { |
| 1129 | HRESULT hr = S_FALSE; |
| 1130 | if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent) |
| 1131 | { |
| 1132 | hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); |
| 1133 | IM_ASSERT(hr == S_OK); |
| 1134 | ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits |
| 1135 | hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent); |
| 1136 | IM_ASSERT(hr == S_OK); |
| 1137 | ::WaitForSingleObject(vd->FenceEvent, INFINITE); |
| 1138 | } |
| 1139 | } |
| 1140 | |
| 1141 | static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) |
| 1142 | { |
| 1143 | // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. |
| 1144 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 1145 | if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) |
| 1146 | { |
| 1147 | ImGui_WaitForPendingOperations(vd); |
| 1148 | |
| 1149 | SafeRelease(res&: vd->CommandQueue); |
| 1150 | SafeRelease(res&: vd->CommandList); |
| 1151 | SafeRelease(res&: vd->SwapChain); |
| 1152 | SafeRelease(res&: vd->RtvDescHeap); |
| 1153 | SafeRelease(res&: vd->Fence); |
| 1154 | ::CloseHandle(vd->FenceEvent); |
| 1155 | vd->FenceEvent = nullptr; |
| 1156 | |
| 1157 | for (UINT i = 0; i < bd->numFramesInFlight; i++) |
| 1158 | { |
| 1159 | SafeRelease(vd->FrameCtx[i].RenderTarget); |
| 1160 | SafeRelease(vd->FrameCtx[i].CommandAllocator); |
| 1161 | ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); |
| 1162 | } |
| 1163 | IM_DELETE(p: vd); |
| 1164 | } |
| 1165 | viewport->RendererUserData = nullptr; |
| 1166 | } |
| 1167 | |
| 1168 | static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
| 1169 | { |
| 1170 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 1171 | ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; |
| 1172 | |
| 1173 | ImGui_WaitForPendingOperations(vd); |
| 1174 | |
| 1175 | for (UINT i = 0; i < bd->numFramesInFlight; i++) |
| 1176 | SafeRelease(vd->FrameCtx[i].RenderTarget); |
| 1177 | |
| 1178 | if (vd->SwapChain) |
| 1179 | { |
| 1180 | ID3D12Resource* back_buffer = nullptr; |
| 1181 | vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); |
| 1182 | for (UINT i = 0; i < bd->numFramesInFlight; i++) |
| 1183 | { |
| 1184 | vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); |
| 1185 | bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); |
| 1186 | vd->FrameCtx[i].RenderTarget = back_buffer; |
| 1187 | } |
| 1188 | } |
| 1189 | } |
| 1190 | |
| 1191 | static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) |
| 1192 | { |
| 1193 | ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); |
| 1194 | ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; |
| 1195 | |
| 1196 | ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight]; |
| 1197 | UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); |
| 1198 | |
| 1199 | const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); |
| 1200 | D3D12_RESOURCE_BARRIER barrier = {}; |
| 1201 | barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
| 1202 | barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
| 1203 | barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; |
| 1204 | barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
| 1205 | barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; |
| 1206 | barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; |
| 1207 | |
| 1208 | // Draw |
| 1209 | ID3D12GraphicsCommandList* cmd_list = vd->CommandList; |
| 1210 | |
| 1211 | frame_context->CommandAllocator->Reset(); |
| 1212 | cmd_list->Reset(frame_context->CommandAllocator, nullptr); |
| 1213 | cmd_list->ResourceBarrier(1, &barrier); |
| 1214 | cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr); |
| 1215 | if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) |
| 1216 | cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (const float*)&clear_color, 0, nullptr); |
| 1217 | cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); |
| 1218 | |
| 1219 | ImGui_ImplDX12_RenderDrawData(draw_data: viewport->DrawData, command_list: cmd_list); |
| 1220 | |
| 1221 | barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; |
| 1222 | barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; |
| 1223 | cmd_list->ResourceBarrier(1, &barrier); |
| 1224 | cmd_list->Close(); |
| 1225 | |
| 1226 | vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue); |
| 1227 | vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); |
| 1228 | vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue); |
| 1229 | } |
| 1230 | |
| 1231 | static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) |
| 1232 | { |
| 1233 | ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; |
| 1234 | |
| 1235 | vd->SwapChain->Present(0, 0); |
| 1236 | while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue) |
| 1237 | ::SwitchToThread(); |
| 1238 | } |
| 1239 | |
| 1240 | void ImGui_ImplDX12_InitPlatformInterface() |
| 1241 | { |
| 1242 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| 1243 | platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; |
| 1244 | platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; |
| 1245 | platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; |
| 1246 | platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; |
| 1247 | platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; |
| 1248 | } |
| 1249 | |
| 1250 | void ImGui_ImplDX12_ShutdownPlatformInterface() |
| 1251 | { |
| 1252 | ImGui::DestroyPlatformWindows(); |
| 1253 | } |
| 1254 | |
| 1255 | //----------------------------------------------------------------------------- |
| 1256 | |
| 1257 | #endif // #ifndef IMGUI_DISABLE |
| 1258 | |