main.cpp 19 KB

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  1. // Dear ImGui: standalone example application for DirectX 12
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. // Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
  5. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
  6. // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
  7. #include "imgui.h"
  8. #include "imgui_impl_win32.h"
  9. #include "imgui_impl_dx12.h"
  10. #include <d3d12.h>
  11. #include <dxgi1_4.h>
  12. #include <tchar.h>
  13. #ifdef _DEBUG
  14. #define DX12_ENABLE_DEBUG_LAYER
  15. #endif
  16. #ifdef DX12_ENABLE_DEBUG_LAYER
  17. #include <dxgidebug.h>
  18. #pragma comment(lib, "dxguid.lib")
  19. #endif
  20. struct FrameContext
  21. {
  22. ID3D12CommandAllocator* CommandAllocator;
  23. UINT64 FenceValue;
  24. };
  25. // Data
  26. static int const NUM_FRAMES_IN_FLIGHT = 3;
  27. static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
  28. static UINT g_frameIndex = 0;
  29. static int const NUM_BACK_BUFFERS = 3;
  30. static ID3D12Device* g_pd3dDevice = NULL;
  31. static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
  32. static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
  33. static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
  34. static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
  35. static ID3D12Fence* g_fence = NULL;
  36. static HANDLE g_fenceEvent = NULL;
  37. static UINT64 g_fenceLastSignaledValue = 0;
  38. static IDXGISwapChain3* g_pSwapChain = NULL;
  39. static HANDLE g_hSwapChainWaitableObject = NULL;
  40. static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
  41. static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
  42. // Forward declarations of helper functions
  43. bool CreateDeviceD3D(HWND hWnd);
  44. void CleanupDeviceD3D();
  45. void CreateRenderTarget();
  46. void CleanupRenderTarget();
  47. void WaitForLastSubmittedFrame();
  48. FrameContext* WaitForNextFrameResources();
  49. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  50. // Main code
  51. int main(int, char**)
  52. {
  53. // Create application window
  54. //ImGui_ImplWin32_EnableDpiAwareness();
  55. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  56. ::RegisterClassEx(&wc);
  57. HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  58. // Initialize Direct3D
  59. if (!CreateDeviceD3D(hwnd))
  60. {
  61. CleanupDeviceD3D();
  62. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  63. return 1;
  64. }
  65. // Show the window
  66. ::ShowWindow(hwnd, SW_SHOWDEFAULT);
  67. ::UpdateWindow(hwnd);
  68. // Setup Dear ImGui context
  69. IMGUI_CHECKVERSION();
  70. ImGui::CreateContext();
  71. ImGuiIO& io = ImGui::GetIO(); (void)io;
  72. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  73. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  74. // Setup Dear ImGui style
  75. ImGui::StyleColorsDark();
  76. //ImGui::StyleColorsClassic();
  77. // Setup Platform/Renderer backends
  78. ImGui_ImplWin32_Init(hwnd);
  79. ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
  80. DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
  81. g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
  82. g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
  83. // Load Fonts
  84. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  85. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  86. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  87. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
  88. // - Read 'docs/FONTS.md' for more instructions and details.
  89. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  90. //io.Fonts->AddFontDefault();
  91. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  92. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  93. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  94. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  95. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  96. //IM_ASSERT(font != NULL);
  97. // Our state
  98. bool show_demo_window = true;
  99. bool show_another_window = false;
  100. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  101. // Main loop
  102. bool done = false;
  103. while (!done)
  104. {
  105. // Poll and handle messages (inputs, window resize, etc.)
  106. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  107. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  108. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  109. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  110. MSG msg;
  111. while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  112. {
  113. ::TranslateMessage(&msg);
  114. ::DispatchMessage(&msg);
  115. if (msg.message == WM_QUIT)
  116. done = true;
  117. }
  118. if (done)
  119. break;
  120. // Start the Dear ImGui frame
  121. ImGui_ImplDX12_NewFrame();
  122. ImGui_ImplWin32_NewFrame();
  123. ImGui::NewFrame();
  124. // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
  125. if (show_demo_window)
  126. ImGui::ShowDemoWindow(&show_demo_window);
  127. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  128. {
  129. static float f = 0.0f;
  130. static int counter = 0;
  131. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  132. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  133. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  134. ImGui::Checkbox("Another Window", &show_another_window);
  135. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  136. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  137. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  138. counter++;
  139. ImGui::SameLine();
  140. ImGui::Text("counter = %d", counter);
  141. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  142. ImGui::End();
  143. }
  144. // 3. Show another simple window.
  145. if (show_another_window)
  146. {
  147. ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
  148. ImGui::Text("Hello from another window!");
  149. if (ImGui::Button("Close Me"))
  150. show_another_window = false;
  151. ImGui::End();
  152. }
  153. // Rendering
  154. ImGui::Render();
  155. FrameContext* frameCtx = WaitForNextFrameResources();
  156. UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
  157. frameCtx->CommandAllocator->Reset();
  158. D3D12_RESOURCE_BARRIER barrier = {};
  159. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  160. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  161. barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
  162. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  163. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
  164. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
  165. g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
  166. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  167. // Render Dear ImGui graphics
  168. const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  169. g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
  170. g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
  171. g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
  172. ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
  173. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
  174. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
  175. g_pd3dCommandList->ResourceBarrier(1, &barrier);
  176. g_pd3dCommandList->Close();
  177. g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
  178. g_pSwapChain->Present(1, 0); // Present with vsync
  179. //g_pSwapChain->Present(0, 0); // Present without vsync
  180. UINT64 fenceValue = g_fenceLastSignaledValue + 1;
  181. g_pd3dCommandQueue->Signal(g_fence, fenceValue);
  182. g_fenceLastSignaledValue = fenceValue;
  183. frameCtx->FenceValue = fenceValue;
  184. }
  185. WaitForLastSubmittedFrame();
  186. // Cleanup
  187. ImGui_ImplDX12_Shutdown();
  188. ImGui_ImplWin32_Shutdown();
  189. ImGui::DestroyContext();
  190. CleanupDeviceD3D();
  191. ::DestroyWindow(hwnd);
  192. ::UnregisterClass(wc.lpszClassName, wc.hInstance);
  193. return 0;
  194. }
  195. // Helper functions
  196. bool CreateDeviceD3D(HWND hWnd)
  197. {
  198. // Setup swap chain
  199. DXGI_SWAP_CHAIN_DESC1 sd;
  200. {
  201. ZeroMemory(&sd, sizeof(sd));
  202. sd.BufferCount = NUM_BACK_BUFFERS;
  203. sd.Width = 0;
  204. sd.Height = 0;
  205. sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  206. sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
  207. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  208. sd.SampleDesc.Count = 1;
  209. sd.SampleDesc.Quality = 0;
  210. sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
  211. sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
  212. sd.Scaling = DXGI_SCALING_STRETCH;
  213. sd.Stereo = FALSE;
  214. }
  215. // [DEBUG] Enable debug interface
  216. #ifdef DX12_ENABLE_DEBUG_LAYER
  217. ID3D12Debug* pdx12Debug = NULL;
  218. if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
  219. pdx12Debug->EnableDebugLayer();
  220. #endif
  221. // Create device
  222. D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
  223. if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
  224. return false;
  225. // [DEBUG] Setup debug interface to break on any warnings/errors
  226. #ifdef DX12_ENABLE_DEBUG_LAYER
  227. if (pdx12Debug != NULL)
  228. {
  229. ID3D12InfoQueue* pInfoQueue = NULL;
  230. g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
  231. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
  232. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
  233. pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
  234. pInfoQueue->Release();
  235. pdx12Debug->Release();
  236. }
  237. #endif
  238. {
  239. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  240. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
  241. desc.NumDescriptors = NUM_BACK_BUFFERS;
  242. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
  243. desc.NodeMask = 1;
  244. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
  245. return false;
  246. SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
  247. D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
  248. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  249. {
  250. g_mainRenderTargetDescriptor[i] = rtvHandle;
  251. rtvHandle.ptr += rtvDescriptorSize;
  252. }
  253. }
  254. {
  255. D3D12_DESCRIPTOR_HEAP_DESC desc = {};
  256. desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
  257. desc.NumDescriptors = 1;
  258. desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
  259. if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
  260. return false;
  261. }
  262. {
  263. D3D12_COMMAND_QUEUE_DESC desc = {};
  264. desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  265. desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  266. desc.NodeMask = 1;
  267. if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
  268. return false;
  269. }
  270. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  271. if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
  272. return false;
  273. if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
  274. g_pd3dCommandList->Close() != S_OK)
  275. return false;
  276. if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
  277. return false;
  278. g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
  279. if (g_fenceEvent == NULL)
  280. return false;
  281. {
  282. IDXGIFactory4* dxgiFactory = NULL;
  283. IDXGISwapChain1* swapChain1 = NULL;
  284. if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
  285. return false;
  286. if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
  287. return false;
  288. if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
  289. return false;
  290. swapChain1->Release();
  291. dxgiFactory->Release();
  292. g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
  293. g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
  294. }
  295. CreateRenderTarget();
  296. return true;
  297. }
  298. void CleanupDeviceD3D()
  299. {
  300. CleanupRenderTarget();
  301. if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, NULL); g_pSwapChain->Release(); g_pSwapChain = NULL; }
  302. if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
  303. for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
  304. if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
  305. if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
  306. if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
  307. if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
  308. if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
  309. if (g_fence) { g_fence->Release(); g_fence = NULL; }
  310. if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
  311. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  312. #ifdef DX12_ENABLE_DEBUG_LAYER
  313. IDXGIDebug1* pDebug = NULL;
  314. if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
  315. {
  316. pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
  317. pDebug->Release();
  318. }
  319. #endif
  320. }
  321. void CreateRenderTarget()
  322. {
  323. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  324. {
  325. ID3D12Resource* pBackBuffer = NULL;
  326. g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
  327. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
  328. g_mainRenderTargetResource[i] = pBackBuffer;
  329. }
  330. }
  331. void CleanupRenderTarget()
  332. {
  333. WaitForLastSubmittedFrame();
  334. for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
  335. if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
  336. }
  337. void WaitForLastSubmittedFrame()
  338. {
  339. FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
  340. UINT64 fenceValue = frameCtx->FenceValue;
  341. if (fenceValue == 0)
  342. return; // No fence was signaled
  343. frameCtx->FenceValue = 0;
  344. if (g_fence->GetCompletedValue() >= fenceValue)
  345. return;
  346. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  347. WaitForSingleObject(g_fenceEvent, INFINITE);
  348. }
  349. FrameContext* WaitForNextFrameResources()
  350. {
  351. UINT nextFrameIndex = g_frameIndex + 1;
  352. g_frameIndex = nextFrameIndex;
  353. HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
  354. DWORD numWaitableObjects = 1;
  355. FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
  356. UINT64 fenceValue = frameCtx->FenceValue;
  357. if (fenceValue != 0) // means no fence was signaled
  358. {
  359. frameCtx->FenceValue = 0;
  360. g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
  361. waitableObjects[1] = g_fenceEvent;
  362. numWaitableObjects = 2;
  363. }
  364. WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
  365. return frameCtx;
  366. }
  367. // Forward declare message handler from imgui_impl_win32.cpp
  368. extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  369. // Win32 message handler
  370. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  371. {
  372. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  373. return true;
  374. switch (msg)
  375. {
  376. case WM_SIZE:
  377. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  378. {
  379. WaitForLastSubmittedFrame();
  380. CleanupRenderTarget();
  381. HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
  382. assert(SUCCEEDED(result) && "Failed to resize swapchain.");
  383. CreateRenderTarget();
  384. }
  385. return 0;
  386. case WM_SYSCOMMAND:
  387. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  388. return 0;
  389. break;
  390. case WM_DESTROY:
  391. ::PostQuitMessage(0);
  392. return 0;
  393. }
  394. return ::DefWindowProc(hWnd, msg, wParam, lParam);
  395. }