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- // dear imgui: Renderer Backend for DirectX12
- // This needs to be used along with a Platform Backend (e.g. Win32)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
- // [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*.
- // To build this on 32-bit systems:
- // - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
- // - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
- // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
- // - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
- // 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
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 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.
- // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
- // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
- // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
- // 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
- // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
- // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
- // 2019-03-29: Misc: Various minor tidying up.
- // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
- // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
- // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
- // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
- // 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).
- // 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
- #include "imgui.h"
- #include "imgui_impl_dx12.h"
- // DirectX
- #include <d3d12.h>
- #include <dxgi1_4.h>
- #include <d3dcompiler.h>
- #ifdef _MSC_VER
- #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
- #endif
- // DirectX data
- struct ImGui_ImplDX12_RenderBuffers
- {
- ID3D12Resource* IndexBuffer;
- ID3D12Resource* VertexBuffer;
- int IndexBufferSize;
- int VertexBufferSize;
- };
- struct ImGui_ImplDX12_Data
- {
- ID3D12Device* pd3dDevice;
- ID3D12RootSignature* pRootSignature;
- ID3D12PipelineState* pPipelineState;
- DXGI_FORMAT RTVFormat;
- ID3D12Resource* pFontTextureResource;
- D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
- D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
- ImGui_ImplDX12_RenderBuffers* pFrameResources;
- UINT numFramesInFlight;
- UINT frameIndex;
- ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
- };
- struct VERTEX_CONSTANT_BUFFER
- {
- float mvp[4][4];
- };
- // 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;
- }
- // Functions
- static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
- {
- ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
- // 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;
- {
- float L = draw_data->DisplayPos.x;
- float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
- float T = draw_data->DisplayPos.y;
- float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
- }
- // Setup viewport
- D3D12_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D12_VIEWPORT));
- vp.Width = draw_data->DisplaySize.x;
- vp.Height = draw_data->DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0.0f;
- ctx->RSSetViewports(1, &vp);
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- D3D12_VERTEX_BUFFER_VIEW vbv;
- memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
- vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
- vbv.SizeInBytes = fr->VertexBufferSize * stride;
- vbv.StrideInBytes = stride;
- ctx->IASetVertexBuffers(0, 1, &vbv);
- D3D12_INDEX_BUFFER_VIEW ibv;
- memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
- ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
- ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
- ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
- ctx->IASetIndexBuffer(&ibv);
- ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(bd->pPipelineState);
- ctx->SetGraphicsRootSignature(bd->pRootSignature);
- ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
- // Setup blend factor
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendFactor(blend_factor);
- }
- template<typename T>
- static inline void SafeRelease(T*& res)
- {
- if (res)
- res->Release();
- res = NULL;
- }
- // Render function
- void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
- {
- // Avoid rendering when minimized
- if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
- return;
- // FIXME: I'm assuming that this only gets called once per frame!
- // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
- ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
- bd->frameIndex = bd->frameIndex + 1;
- ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
- // Create and grow vertex/index buffers if needed
- if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
- {
- SafeRelease(fr->VertexBuffer);
- fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
- return;
- }
- if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
- {
- SafeRelease(fr->IndexBuffer);
- fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
- return;
- }
- // Upload vertex/index data into a single contiguous GPU buffer
- void* vtx_resource, *idx_resource;
- D3D12_RANGE range;
- memset(&range, 0, sizeof(D3D12_RANGE));
- if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
- return;
- if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- fr->VertexBuffer->Unmap(0, &range);
- fr->IndexBuffer->Unmap(0, &range);
- // Setup desired DX state
- ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
- // Render command lists
- // (Because we merged all buffers into a single one, we maintain our own offset into them)
- int global_vtx_offset = 0;
- int global_idx_offset = 0;
- ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != NULL)
- {
- // 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.)
- if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
- else
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
- ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
- if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
- continue;
- // Apply Scissor/clipping rectangle, Bind texture, Draw
- const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
- D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
- texture_handle.ptr = (UINT64)pcmd->GetTexID();
- ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
- }
- }
- global_idx_offset += cmd_list->IdxBuffer.Size;
- global_vtx_offset += cmd_list->VtxBuffer.Size;
- }
- }
- static void ImGui_ImplDX12_CreateFontsTexture()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- // Upload texture to graphics system
- {
- D3D12_HEAP_PROPERTIES props;
- memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
- props.Type = D3D12_HEAP_TYPE_DEFAULT;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- D3D12_RESOURCE_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
- desc.Alignment = 0;
- desc.Width = width;
- desc.Height = height;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- ID3D12Resource* pTexture = NULL;
- bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
- UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
- UINT uploadSize = height * uploadPitch;
- desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
- desc.Alignment = 0;
- desc.Width = uploadSize;
- desc.Height = 1;
- desc.DepthOrArraySize = 1;
- desc.MipLevels = 1;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
- desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- props.Type = D3D12_HEAP_TYPE_UPLOAD;
- props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
- props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
- ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
- D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
- IM_ASSERT(SUCCEEDED(hr));
- void* mapped = NULL;
- D3D12_RANGE range = { 0, uploadSize };
- hr = uploadBuffer->Map(0, &range, &mapped);
- IM_ASSERT(SUCCEEDED(hr));
- for (int y = 0; y < height; y++)
- memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
- uploadBuffer->Unmap(0, &range);
- D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
- srcLocation.pResource = uploadBuffer;
- srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
- srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srcLocation.PlacedFootprint.Footprint.Width = width;
- srcLocation.PlacedFootprint.Footprint.Height = height;
- srcLocation.PlacedFootprint.Footprint.Depth = 1;
- srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
- D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
- dstLocation.pResource = pTexture;
- dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
- dstLocation.SubresourceIndex = 0;
- D3D12_RESOURCE_BARRIER barrier = {};
- barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
- barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
- barrier.Transition.pResource = pTexture;
- barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
- barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
- barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
- ID3D12Fence* fence = NULL;
- hr = 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);
- D3D12_COMMAND_QUEUE_DESC queueDesc = {};
- queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
- queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
- queueDesc.NodeMask = 1;
- ID3D12CommandQueue* cmdQueue = NULL;
- hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
- IM_ASSERT(SUCCEEDED(hr));
- ID3D12CommandAllocator* cmdAlloc = NULL;
- 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));
- IM_ASSERT(SUCCEEDED(hr));
- cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
- cmdList->ResourceBarrier(1, &barrier);
- hr = cmdList->Close();
- IM_ASSERT(SUCCEEDED(hr));
- cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
- hr = cmdQueue->Signal(fence, 1);
- IM_ASSERT(SUCCEEDED(hr));
- fence->SetEventOnCompletion(1, event);
- WaitForSingleObject(event, INFINITE);
- cmdList->Release();
- cmdAlloc->Release();
- cmdQueue->Release();
- CloseHandle(event);
- fence->Release();
- uploadBuffer->Release();
- // Create texture view
- D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
- SafeRelease(bd->pFontTextureResource);
- bd->pFontTextureResource = pTexture;
- }
- // Store our identifier
- // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
- // - 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*.
- // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
- // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
- // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
- // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
- static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
- io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
- }
- bool ImGui_ImplDX12_CreateDeviceObjects()
- {
- ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
- if (!bd || !bd->pd3dDevice)
- return false;
- if (bd->pPipelineState)
- ImGui_ImplDX12_InvalidateDeviceObjects();
- // Create the root signature
- {
- D3D12_DESCRIPTOR_RANGE descRange = {};
- descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
- descRange.NumDescriptors = 1;
- descRange.BaseShaderRegister = 0;
- descRange.RegisterSpace = 0;
- descRange.OffsetInDescriptorsFromTableStart = 0;
- D3D12_ROOT_PARAMETER param[2] = {};
- param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
- param[0].Constants.ShaderRegister = 0;
- param[0].Constants.RegisterSpace = 0;
- param[0].Constants.Num32BitValues = 16;
- param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
- param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
- param[1].DescriptorTable.NumDescriptorRanges = 1;
- param[1].DescriptorTable.pDescriptorRanges = &descRange;
- param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
- D3D12_STATIC_SAMPLER_DESC staticSampler = {};
- staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
- staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
- staticSampler.MipLODBias = 0.f;
- staticSampler.MaxAnisotropy = 0;
- staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
- staticSampler.MinLOD = 0.f;
- staticSampler.MaxLOD = 0.f;
- staticSampler.ShaderRegister = 0;
- staticSampler.RegisterSpace = 0;
- staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
- D3D12_ROOT_SIGNATURE_DESC desc = {};
- desc.NumParameters = _countof(param);
- desc.pParameters = param;
- desc.NumStaticSamplers = 1;
- desc.pStaticSamplers = &staticSampler;
- desc.Flags =
- D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
- D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
- // 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)
- {
- // Attempt to load d3d12.dll from local directories. This will only succeed if
- // (1) the current OS is Windows 7, and
- // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
- // 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)
- break;
- // If failed, we are on Windows >= 10.
- if (d3d12_dll == NULL)
- d3d12_dll = ::LoadLibraryA("d3d12.dll");
- if (d3d12_dll == NULL)
- return false;
- }
- PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
- if (D3D12SerializeRootSignatureFn == NULL)
- return false;
- ID3DBlob* blob = NULL;
- if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
- return false;
- bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
- blob->Release();
- }
- // 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]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
- D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
- memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
- psoDesc.NodeMask = 1;
- psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = bd->pRootSignature;
- psoDesc.SampleMask = UINT_MAX;
- psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = bd->RTVFormat;
- psoDesc.SampleDesc.Count = 1;
- psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
- ID3DBlob* vertexShaderBlob;
- ID3DBlob* pixelShaderBlob;
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
- 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!
- 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 },
- };
- psoDesc.InputLayout = { local_layout, 3 };
- }
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- SamplerState sampler0 : register(s0);\
- Texture2D texture0 : register(t0);\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
- if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
- {
- 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!
- }
- psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
- }
- // Create the blending setup
- {
- D3D12_BLEND_DESC& desc = psoDesc.BlendState;
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
- desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
- }
- // Create the rasterizer state
- {
- D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
- desc.FillMode = D3D12_FILL_MODE_SOLID;
- desc.CullMode = D3D12_CULL_MODE_NONE;
- desc.FrontCounterClockwise = FALSE;
- desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
- desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
- desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
- desc.DepthClipEnable = true;
- desc.MultisampleEnable = FALSE;
- desc.AntialiasedLineEnable = FALSE;
- desc.ForcedSampleCount = 0;
- desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
- }
- // Create depth-stencil State
- {
- D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
- desc.BackFace = desc.FrontFace;
- }
- HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
- vertexShaderBlob->Release();
- pixelShaderBlob->Release();
- if (result_pipeline_state != S_OK)
- return false;
- ImGui_ImplDX12_CreateFontsTexture();
- return true;
- }
- void ImGui_ImplDX12_InvalidateDeviceObjects()
- {
- ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
- if (!bd || !bd->pd3dDevice)
- return;
- ImGuiIO& io = ImGui::GetIO();
- 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.
- for (UINT i = 0; i < bd->numFramesInFlight; i++)
- {
- ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
- SafeRelease(fr->IndexBuffer);
- SafeRelease(fr->VertexBuffer);
- }
- }
- 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!");
- // Setup backend capabilities flags
- ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_dx12";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- bd->pd3dDevice = device;
- bd->RTVFormat = rtv_format;
- bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
- bd->numFramesInFlight = num_frames_in_flight;
- bd->frameIndex = UINT_MAX;
- IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
- // Create buffers with a default size (they will later be grown as needed)
- for (int i = 0; i < num_frames_in_flight; i++)
- {
- ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
- fr->IndexBuffer = NULL;
- fr->VertexBuffer = NULL;
- fr->IndexBufferSize = 10000;
- fr->VertexBufferSize = 5000;
- }
- return true;
- }
- void ImGui_ImplDX12_Shutdown()
- {
- ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
- IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplDX12_InvalidateDeviceObjects();
- delete[] bd->pFrameResources;
- io.BackendRendererName = NULL;
- io.BackendRendererUserData = NULL;
- IM_DELETE(bd);
- }
- void ImGui_ImplDX12_NewFrame()
- {
- ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
- IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
- if (!bd->pPipelineState)
- ImGui_ImplDX12_CreateDeviceObjects();
- }
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