Merge commit 'ae51a422787bc3b720ff1748c0219c8f33363427'

This commit is contained in:
2024-05-31 19:18:26 -05:00
188 changed files with 26911 additions and 11593 deletions

View File

@ -3,9 +3,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
@ -17,12 +17,16 @@
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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).
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
@ -41,6 +45,7 @@
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx12.h"
// DirectX
@ -64,14 +69,14 @@ struct ImGui_ImplDX12_Data
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Buffers used during the rendering of a frame
@ -113,13 +118,13 @@ struct ImGui_ImplDX12_ViewportData
ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
{
CommandQueue = NULL;
CommandList = NULL;
RtvDescHeap = NULL;
SwapChain = NULL;
Fence = NULL;
CommandQueue = nullptr;
CommandList = nullptr;
RtvDescHeap = nullptr;
SwapChain = nullptr;
Fence = nullptr;
FenceSignaledValue = 0;
FenceEvent = NULL;
FenceEvent = nullptr;
NumFramesInFlight = num_frames_in_flight;
FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
FrameIndex = UINT_MAX;
@ -127,36 +132,36 @@ struct ImGui_ImplDX12_ViewportData
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
FrameCtx[i].CommandAllocator = NULL;
FrameCtx[i].RenderTarget = NULL;
FrameCtx[i].CommandAllocator = nullptr;
FrameCtx[i].RenderTarget = nullptr;
// Create buffers with a default size (they will later be grown as needed)
FrameRenderBuffers[i].IndexBuffer = NULL;
FrameRenderBuffers[i].VertexBuffer = NULL;
FrameRenderBuffers[i].IndexBuffer = nullptr;
FrameRenderBuffers[i].VertexBuffer = nullptr;
FrameRenderBuffers[i].VertexBufferSize = 5000;
FrameRenderBuffers[i].IndexBufferSize = 10000;
}
}
~ImGui_ImplDX12_ViewportData()
{
IM_ASSERT(CommandQueue == NULL && CommandList == NULL);
IM_ASSERT(RtvDescHeap == NULL);
IM_ASSERT(SwapChain == NULL);
IM_ASSERT(Fence == NULL);
IM_ASSERT(FenceEvent == NULL);
IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
IM_ASSERT(RtvDescHeap == nullptr);
IM_ASSERT(SwapChain == nullptr);
IM_ASSERT(Fence == nullptr);
IM_ASSERT(FenceEvent == nullptr);
for (UINT i = 0; i < NumFramesInFlight; ++i)
{
IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL);
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL);
IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
}
delete[] FrameCtx; FrameCtx = NULL;
delete[] FrameRenderBuffers; FrameRenderBuffers = NULL;
delete[] FrameCtx; FrameCtx = nullptr;
delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
}
};
struct VERTEX_CONSTANT_BUFFER
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
@ -172,7 +177,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
{
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@ -228,7 +233,7 @@ static inline void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
res = nullptr;
}
// Render function
@ -244,7 +249,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
@ -264,10 +269,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
return;
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
@ -287,7 +292,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
return;
}
@ -326,7 +331,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback != NULL)
if (pcmd->UserCallback != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
@ -388,9 +393,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = NULL;
ID3D12Resource* pTexture = nullptr;
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT uploadSize = height * uploadPitch;
@ -410,12 +415,12 @@ static void ImGui_ImplDX12_CreateFontsTexture()
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
ID3D12Resource* uploadBuffer = NULL;
ID3D12Resource* uploadBuffer = nullptr;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
void* mapped = NULL;
void* mapped = nullptr;
D3D12_RANGE range = { 0, uploadSize };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
@ -445,31 +450,31 @@ static void ImGui_ImplDX12_CreateFontsTexture()
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
ID3D12Fence* fence = NULL;
ID3D12Fence* fence = nullptr;
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != NULL);
IM_ASSERT(event != nullptr);
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
ID3D12CommandQueue* cmdQueue = NULL;
ID3D12CommandQueue* cmdQueue = nullptr;
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandAllocator* cmdAlloc = NULL;
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
ID3D12GraphicsCommandList* cmdList = NULL;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
ID3D12GraphicsCommandList* cmdList = nullptr;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
cmdList->ResourceBarrier(1, &barrier);
hr = cmdList->Close();
@ -544,6 +549,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
param[1].DescriptorTable.pDescriptorRanges = &descRange;
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
@ -573,7 +579,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
if (d3d12_dll == NULL)
if (d3d12_dll == nullptr)
{
// Attempt to load d3d12.dll from local directories. This will only succeed if
// (1) the current OS is Windows 7, and
@ -581,23 +587,23 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// See https://github.com/ocornut/imgui/pull/3696 for details.
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
break;
// If failed, we are on Windows >= 10.
if (d3d12_dll == NULL)
if (d3d12_dll == nullptr)
d3d12_dll = ::LoadLibraryA("d3d12.dll");
if (d3d12_dll == NULL)
if (d3d12_dll == nullptr)
return false;
}
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == NULL)
if (D3D12SerializeRootSignatureFn == nullptr)
return false;
ID3DBlob* blob = NULL;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
ID3DBlob* blob = nullptr;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
return false;
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
@ -606,7 +612,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
@ -654,16 +660,16 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return output;\
}";
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
// Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
psoDesc.InputLayout = { local_layout, 3 };
}
@ -686,10 +692,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return out_col; \
}";
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
{
vertexShaderBlob->Release();
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
}
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
}
@ -764,14 +770,15 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource);
io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
@ -800,7 +807,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
void ImGui_ImplDX12_Shutdown()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// Manually delete main viewport render resources in-case we haven't initialized for viewports
@ -811,22 +818,23 @@ void ImGui_ImplDX12_Shutdown()
for (UINT i = 0; i < bd->numFramesInFlight; i++)
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
IM_DELETE(vd);
main_viewport->RendererUserData = NULL;
main_viewport->RendererUserData = nullptr;
}
// Clean up windows and device objects
ImGui_ImplDX12_ShutdownPlatformInterface();
ImGui_ImplDX12_InvalidateDeviceObjects();
io.BackendRendererName = NULL;
io.BackendRendererUserData = NULL;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
IM_DELETE(bd);
}
void ImGui_ImplDX12_NewFrame()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
@ -845,7 +853,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
viewport->RendererUserData = vd;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
@ -868,7 +876,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
}
// Create command list.
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&vd->CommandList));
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
IM_ASSERT(res == S_OK);
vd->CommandList->Close();
@ -876,8 +884,8 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
IM_ASSERT(res == S_OK);
vd->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
IM_ASSERT(vd->FenceEvent != NULL);
vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
IM_ASSERT(vd->FenceEvent != nullptr);
// Create swap chain
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
@ -892,21 +900,21 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
sd1.SampleDesc.Quality = 0;
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
sd1.Scaling = DXGI_SCALING_STRETCH;
sd1.Scaling = DXGI_SCALING_NONE;
sd1.Stereo = FALSE;
IDXGIFactory4* dxgi_factory = NULL;
IDXGIFactory4* dxgi_factory = nullptr;
res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
IM_ASSERT(res == S_OK);
IDXGISwapChain1* swap_chain = NULL;
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
IDXGISwapChain1* swap_chain = nullptr;
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
IM_ASSERT(res == S_OK);
dxgi_factory->Release();
// Or swapChain.As(&mSwapChain)
IM_ASSERT(vd->SwapChain == NULL);
IM_ASSERT(vd->SwapChain == nullptr);
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
swap_chain->Release();
@ -933,9 +941,9 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
ID3D12Resource* back_buffer;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
IM_ASSERT(vd->FrameCtx[i].RenderTarget == NULL);
IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
@ -960,7 +968,7 @@ static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
{
@ -972,7 +980,7 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
SafeRelease(vd->RtvDescHeap);
SafeRelease(vd->Fence);
::CloseHandle(vd->FenceEvent);
vd->FenceEvent = NULL;
vd->FenceEvent = nullptr;
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
@ -982,7 +990,7 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
}
IM_DELETE(vd);
}
viewport->RendererUserData = NULL;
viewport->RendererUserData = nullptr;
}
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
@ -997,12 +1005,12 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
if (vd->SwapChain)
{
ID3D12Resource* back_buffer = NULL;
ID3D12Resource* back_buffer = nullptr;
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
}
@ -1029,11 +1037,11 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
frame_context->CommandAllocator->Reset();
cmd_list->Reset(frame_context->CommandAllocator, NULL);
cmd_list->Reset(frame_context->CommandAllocator, nullptr);
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr);
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
@ -1071,3 +1079,7 @@ void ImGui_ImplDX12_ShutdownPlatformInterface()
{
ImGui::DestroyPlatformWindows();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE