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
75typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE;
76
77// DirectX12 data
78struct ImGui_ImplDX12_RenderBuffers;
79
80struct 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
89struct 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.
109static 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
115struct 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
124struct 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),
134struct 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
196struct VERTEX_CONSTANT_BUFFER_DX12
197{
198 float mvp[4][4];
199};
200
201// Forward Declarations
202static void ImGui_ImplDX12_InitPlatformInterface();
203static void ImGui_ImplDX12_ShutdownPlatformInterface();
204
205// Functions
206static 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
260template<typename T>
261static inline void SafeRelease(T*& res)
262{
263 if (res)
264 res->Release();
265 res = nullptr;
266}
267
268// Render function
269void 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
413static 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
432void 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
627bool 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
859static 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
866void 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
885static 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
906bool 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'
951bool 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
978void 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
1005void 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
1021static 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
1127static 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
1141static 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
1168static 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
1191static 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
1231static 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
1240void 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
1250void ImGui_ImplDX12_ShutdownPlatformInterface()
1251{
1252 ImGui::DestroyPlatformWindows();
1253}
1254
1255//-----------------------------------------------------------------------------
1256
1257#endif // #ifndef IMGUI_DISABLE
1258

source code of imgui/backends/imgui_impl_dx12.cpp