imgui_impl_dx12.cpp 34 KB

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  1. // dear imgui: Renderer Backend for DirectX12
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
  6. // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
  7. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
  8. // To build this on 32-bit systems:
  9. // - [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)
  10. // - [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.
  11. // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
  12. // - [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)
  13. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  14. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  15. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  16. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  17. // CHANGELOG
  18. // (minor and older changes stripped away, please see git history for details)
  19. // 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).
  20. // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  21. // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
  22. // 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
  23. // 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
  24. // 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
  25. // 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
  26. // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  27. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  28. // 2019-03-29: Misc: Various minor tidying up.
  29. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  30. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  31. // 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
  32. // 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
  33. // 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).
  34. // 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
  35. #include "imgui.h"
  36. #include "imgui_impl_dx12.h"
  37. // DirectX
  38. #include <d3d12.h>
  39. #include <dxgi1_4.h>
  40. #include <d3dcompiler.h>
  41. #ifdef _MSC_VER
  42. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  43. #endif
  44. // DirectX data
  45. struct ImGui_ImplDX12_RenderBuffers
  46. {
  47. ID3D12Resource* IndexBuffer;
  48. ID3D12Resource* VertexBuffer;
  49. int IndexBufferSize;
  50. int VertexBufferSize;
  51. };
  52. struct ImGui_ImplDX12_Data
  53. {
  54. ID3D12Device* pd3dDevice;
  55. ID3D12RootSignature* pRootSignature;
  56. ID3D12PipelineState* pPipelineState;
  57. DXGI_FORMAT RTVFormat;
  58. ID3D12Resource* pFontTextureResource;
  59. D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
  60. D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
  61. ImGui_ImplDX12_RenderBuffers* pFrameResources;
  62. UINT numFramesInFlight;
  63. UINT frameIndex;
  64. ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
  65. };
  66. struct VERTEX_CONSTANT_BUFFER
  67. {
  68. float mvp[4][4];
  69. };
  70. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  71. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  72. static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
  73. {
  74. return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  75. }
  76. // Functions
  77. static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
  78. {
  79. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  80. // Setup orthographic projection matrix into our constant buffer
  81. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  82. VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
  83. {
  84. float L = draw_data->DisplayPos.x;
  85. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  86. float T = draw_data->DisplayPos.y;
  87. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  88. float mvp[4][4] =
  89. {
  90. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  91. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  92. { 0.0f, 0.0f, 0.5f, 0.0f },
  93. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  94. };
  95. memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
  96. }
  97. // Setup viewport
  98. D3D12_VIEWPORT vp;
  99. memset(&vp, 0, sizeof(D3D12_VIEWPORT));
  100. vp.Width = draw_data->DisplaySize.x;
  101. vp.Height = draw_data->DisplaySize.y;
  102. vp.MinDepth = 0.0f;
  103. vp.MaxDepth = 1.0f;
  104. vp.TopLeftX = vp.TopLeftY = 0.0f;
  105. ctx->RSSetViewports(1, &vp);
  106. // Bind shader and vertex buffers
  107. unsigned int stride = sizeof(ImDrawVert);
  108. unsigned int offset = 0;
  109. D3D12_VERTEX_BUFFER_VIEW vbv;
  110. memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
  111. vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
  112. vbv.SizeInBytes = fr->VertexBufferSize * stride;
  113. vbv.StrideInBytes = stride;
  114. ctx->IASetVertexBuffers(0, 1, &vbv);
  115. D3D12_INDEX_BUFFER_VIEW ibv;
  116. memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
  117. ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
  118. ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
  119. ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
  120. ctx->IASetIndexBuffer(&ibv);
  121. ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  122. ctx->SetPipelineState(bd->pPipelineState);
  123. ctx->SetGraphicsRootSignature(bd->pRootSignature);
  124. ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
  125. // Setup blend factor
  126. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  127. ctx->OMSetBlendFactor(blend_factor);
  128. }
  129. template<typename T>
  130. static inline void SafeRelease(T*& res)
  131. {
  132. if (res)
  133. res->Release();
  134. res = NULL;
  135. }
  136. // Render function
  137. void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
  138. {
  139. // Avoid rendering when minimized
  140. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  141. return;
  142. // FIXME: I'm assuming that this only gets called once per frame!
  143. // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
  144. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  145. bd->frameIndex = bd->frameIndex + 1;
  146. ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
  147. // Create and grow vertex/index buffers if needed
  148. if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
  149. {
  150. SafeRelease(fr->VertexBuffer);
  151. fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  152. D3D12_HEAP_PROPERTIES props;
  153. memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
  154. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  155. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  156. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  157. D3D12_RESOURCE_DESC desc;
  158. memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
  159. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  160. desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
  161. desc.Height = 1;
  162. desc.DepthOrArraySize = 1;
  163. desc.MipLevels = 1;
  164. desc.Format = DXGI_FORMAT_UNKNOWN;
  165. desc.SampleDesc.Count = 1;
  166. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  167. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  168. if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
  169. return;
  170. }
  171. if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
  172. {
  173. SafeRelease(fr->IndexBuffer);
  174. fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  175. D3D12_HEAP_PROPERTIES props;
  176. memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
  177. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  178. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  179. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  180. D3D12_RESOURCE_DESC desc;
  181. memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
  182. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  183. desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
  184. desc.Height = 1;
  185. desc.DepthOrArraySize = 1;
  186. desc.MipLevels = 1;
  187. desc.Format = DXGI_FORMAT_UNKNOWN;
  188. desc.SampleDesc.Count = 1;
  189. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  190. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  191. if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
  192. return;
  193. }
  194. // Upload vertex/index data into a single contiguous GPU buffer
  195. void* vtx_resource, *idx_resource;
  196. D3D12_RANGE range;
  197. memset(&range, 0, sizeof(D3D12_RANGE));
  198. if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
  199. return;
  200. if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
  201. return;
  202. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
  203. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
  204. for (int n = 0; n < draw_data->CmdListsCount; n++)
  205. {
  206. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  207. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  208. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  209. vtx_dst += cmd_list->VtxBuffer.Size;
  210. idx_dst += cmd_list->IdxBuffer.Size;
  211. }
  212. fr->VertexBuffer->Unmap(0, &range);
  213. fr->IndexBuffer->Unmap(0, &range);
  214. // Setup desired DX state
  215. ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
  216. // Render command lists
  217. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  218. int global_vtx_offset = 0;
  219. int global_idx_offset = 0;
  220. ImVec2 clip_off = draw_data->DisplayPos;
  221. for (int n = 0; n < draw_data->CmdListsCount; n++)
  222. {
  223. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  224. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  225. {
  226. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  227. if (pcmd->UserCallback != NULL)
  228. {
  229. // User callback, registered via ImDrawList::AddCallback()
  230. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  231. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  232. ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
  233. else
  234. pcmd->UserCallback(cmd_list, pcmd);
  235. }
  236. else
  237. {
  238. // Project scissor/clipping rectangles into framebuffer space
  239. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  240. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  241. if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
  242. continue;
  243. // Apply Scissor/clipping rectangle, Bind texture, Draw
  244. const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  245. D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
  246. texture_handle.ptr = (UINT64)pcmd->GetTexID();
  247. ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
  248. ctx->RSSetScissorRects(1, &r);
  249. ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
  250. }
  251. }
  252. global_idx_offset += cmd_list->IdxBuffer.Size;
  253. global_vtx_offset += cmd_list->VtxBuffer.Size;
  254. }
  255. }
  256. static void ImGui_ImplDX12_CreateFontsTexture()
  257. {
  258. // Build texture atlas
  259. ImGuiIO& io = ImGui::GetIO();
  260. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  261. unsigned char* pixels;
  262. int width, height;
  263. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  264. // Upload texture to graphics system
  265. {
  266. D3D12_HEAP_PROPERTIES props;
  267. memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
  268. props.Type = D3D12_HEAP_TYPE_DEFAULT;
  269. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  270. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  271. D3D12_RESOURCE_DESC desc;
  272. ZeroMemory(&desc, sizeof(desc));
  273. desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
  274. desc.Alignment = 0;
  275. desc.Width = width;
  276. desc.Height = height;
  277. desc.DepthOrArraySize = 1;
  278. desc.MipLevels = 1;
  279. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  280. desc.SampleDesc.Count = 1;
  281. desc.SampleDesc.Quality = 0;
  282. desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
  283. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  284. ID3D12Resource* pTexture = NULL;
  285. bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
  286. D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
  287. UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
  288. UINT uploadSize = height * uploadPitch;
  289. desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
  290. desc.Alignment = 0;
  291. desc.Width = uploadSize;
  292. desc.Height = 1;
  293. desc.DepthOrArraySize = 1;
  294. desc.MipLevels = 1;
  295. desc.Format = DXGI_FORMAT_UNKNOWN;
  296. desc.SampleDesc.Count = 1;
  297. desc.SampleDesc.Quality = 0;
  298. desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
  299. desc.Flags = D3D12_RESOURCE_FLAG_NONE;
  300. props.Type = D3D12_HEAP_TYPE_UPLOAD;
  301. props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
  302. props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
  303. ID3D12Resource* uploadBuffer = NULL;
  304. HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
  305. D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
  306. IM_ASSERT(SUCCEEDED(hr));
  307. void* mapped = NULL;
  308. D3D12_RANGE range = { 0, uploadSize };
  309. hr = uploadBuffer->Map(0, &range, &mapped);
  310. IM_ASSERT(SUCCEEDED(hr));
  311. for (int y = 0; y < height; y++)
  312. memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
  313. uploadBuffer->Unmap(0, &range);
  314. D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
  315. srcLocation.pResource = uploadBuffer;
  316. srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
  317. srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  318. srcLocation.PlacedFootprint.Footprint.Width = width;
  319. srcLocation.PlacedFootprint.Footprint.Height = height;
  320. srcLocation.PlacedFootprint.Footprint.Depth = 1;
  321. srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
  322. D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
  323. dstLocation.pResource = pTexture;
  324. dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
  325. dstLocation.SubresourceIndex = 0;
  326. D3D12_RESOURCE_BARRIER barrier = {};
  327. barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
  328. barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
  329. barrier.Transition.pResource = pTexture;
  330. barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
  331. barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
  332. barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
  333. ID3D12Fence* fence = NULL;
  334. hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
  335. IM_ASSERT(SUCCEEDED(hr));
  336. HANDLE event = CreateEvent(0, 0, 0, 0);
  337. IM_ASSERT(event != NULL);
  338. D3D12_COMMAND_QUEUE_DESC queueDesc = {};
  339. queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
  340. queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
  341. queueDesc.NodeMask = 1;
  342. ID3D12CommandQueue* cmdQueue = NULL;
  343. hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
  344. IM_ASSERT(SUCCEEDED(hr));
  345. ID3D12CommandAllocator* cmdAlloc = NULL;
  346. hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
  347. IM_ASSERT(SUCCEEDED(hr));
  348. ID3D12GraphicsCommandList* cmdList = NULL;
  349. hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
  350. IM_ASSERT(SUCCEEDED(hr));
  351. cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
  352. cmdList->ResourceBarrier(1, &barrier);
  353. hr = cmdList->Close();
  354. IM_ASSERT(SUCCEEDED(hr));
  355. cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
  356. hr = cmdQueue->Signal(fence, 1);
  357. IM_ASSERT(SUCCEEDED(hr));
  358. fence->SetEventOnCompletion(1, event);
  359. WaitForSingleObject(event, INFINITE);
  360. cmdList->Release();
  361. cmdAlloc->Release();
  362. cmdQueue->Release();
  363. CloseHandle(event);
  364. fence->Release();
  365. uploadBuffer->Release();
  366. // Create texture view
  367. D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
  368. ZeroMemory(&srvDesc, sizeof(srvDesc));
  369. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  370. srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
  371. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  372. srvDesc.Texture2D.MostDetailedMip = 0;
  373. srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
  374. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
  375. SafeRelease(bd->pFontTextureResource);
  376. bd->pFontTextureResource = pTexture;
  377. }
  378. // Store our identifier
  379. // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
  380. // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
  381. // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
  382. // [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)
  383. // [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.
  384. // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
  385. // [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)
  386. static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
  387. io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
  388. }
  389. bool ImGui_ImplDX12_CreateDeviceObjects()
  390. {
  391. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  392. if (!bd || !bd->pd3dDevice)
  393. return false;
  394. if (bd->pPipelineState)
  395. ImGui_ImplDX12_InvalidateDeviceObjects();
  396. // Create the root signature
  397. {
  398. D3D12_DESCRIPTOR_RANGE descRange = {};
  399. descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
  400. descRange.NumDescriptors = 1;
  401. descRange.BaseShaderRegister = 0;
  402. descRange.RegisterSpace = 0;
  403. descRange.OffsetInDescriptorsFromTableStart = 0;
  404. D3D12_ROOT_PARAMETER param[2] = {};
  405. param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
  406. param[0].Constants.ShaderRegister = 0;
  407. param[0].Constants.RegisterSpace = 0;
  408. param[0].Constants.Num32BitValues = 16;
  409. param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
  410. param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
  411. param[1].DescriptorTable.NumDescriptorRanges = 1;
  412. param[1].DescriptorTable.pDescriptorRanges = &descRange;
  413. param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  414. D3D12_STATIC_SAMPLER_DESC staticSampler = {};
  415. staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
  416. staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
  417. staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
  418. staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
  419. staticSampler.MipLODBias = 0.f;
  420. staticSampler.MaxAnisotropy = 0;
  421. staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  422. staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
  423. staticSampler.MinLOD = 0.f;
  424. staticSampler.MaxLOD = 0.f;
  425. staticSampler.ShaderRegister = 0;
  426. staticSampler.RegisterSpace = 0;
  427. staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
  428. D3D12_ROOT_SIGNATURE_DESC desc = {};
  429. desc.NumParameters = _countof(param);
  430. desc.pParameters = param;
  431. desc.NumStaticSamplers = 1;
  432. desc.pStaticSamplers = &staticSampler;
  433. desc.Flags =
  434. D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
  435. D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
  436. D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
  437. D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
  438. // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
  439. // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
  440. static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
  441. if (d3d12_dll == NULL)
  442. {
  443. // Attempt to load d3d12.dll from local directories. This will only succeed if
  444. // (1) the current OS is Windows 7, and
  445. // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
  446. // See https://github.com/ocornut/imgui/pull/3696 for details.
  447. 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
  448. for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
  449. if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
  450. break;
  451. // If failed, we are on Windows >= 10.
  452. if (d3d12_dll == NULL)
  453. d3d12_dll = ::LoadLibraryA("d3d12.dll");
  454. if (d3d12_dll == NULL)
  455. return false;
  456. }
  457. PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
  458. if (D3D12SerializeRootSignatureFn == NULL)
  459. return false;
  460. ID3DBlob* blob = NULL;
  461. if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
  462. return false;
  463. bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
  464. blob->Release();
  465. }
  466. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  467. // If you would like to use this DX12 sample code but remove this dependency you can:
  468. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  469. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  470. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  471. D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
  472. memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
  473. psoDesc.NodeMask = 1;
  474. psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
  475. psoDesc.pRootSignature = bd->pRootSignature;
  476. psoDesc.SampleMask = UINT_MAX;
  477. psoDesc.NumRenderTargets = 1;
  478. psoDesc.RTVFormats[0] = bd->RTVFormat;
  479. psoDesc.SampleDesc.Count = 1;
  480. psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
  481. ID3DBlob* vertexShaderBlob;
  482. ID3DBlob* pixelShaderBlob;
  483. // Create the vertex shader
  484. {
  485. static const char* vertexShader =
  486. "cbuffer vertexBuffer : register(b0) \
  487. {\
  488. float4x4 ProjectionMatrix; \
  489. };\
  490. struct VS_INPUT\
  491. {\
  492. float2 pos : POSITION;\
  493. float4 col : COLOR0;\
  494. float2 uv : TEXCOORD0;\
  495. };\
  496. \
  497. struct PS_INPUT\
  498. {\
  499. float4 pos : SV_POSITION;\
  500. float4 col : COLOR0;\
  501. float2 uv : TEXCOORD0;\
  502. };\
  503. \
  504. PS_INPUT main(VS_INPUT input)\
  505. {\
  506. PS_INPUT output;\
  507. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  508. output.col = input.col;\
  509. output.uv = input.uv;\
  510. return output;\
  511. }";
  512. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
  513. return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  514. psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
  515. // Create the input layout
  516. static D3D12_INPUT_ELEMENT_DESC local_layout[] =
  517. {
  518. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  519. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  520. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
  521. };
  522. psoDesc.InputLayout = { local_layout, 3 };
  523. }
  524. // Create the pixel shader
  525. {
  526. static const char* pixelShader =
  527. "struct PS_INPUT\
  528. {\
  529. float4 pos : SV_POSITION;\
  530. float4 col : COLOR0;\
  531. float2 uv : TEXCOORD0;\
  532. };\
  533. SamplerState sampler0 : register(s0);\
  534. Texture2D texture0 : register(t0);\
  535. \
  536. float4 main(PS_INPUT input) : SV_Target\
  537. {\
  538. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  539. return out_col; \
  540. }";
  541. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
  542. {
  543. vertexShaderBlob->Release();
  544. return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  545. }
  546. psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
  547. }
  548. // Create the blending setup
  549. {
  550. D3D12_BLEND_DESC& desc = psoDesc.BlendState;
  551. desc.AlphaToCoverageEnable = false;
  552. desc.RenderTarget[0].BlendEnable = true;
  553. desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
  554. desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
  555. desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
  556. desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
  557. desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
  558. desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
  559. desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
  560. }
  561. // Create the rasterizer state
  562. {
  563. D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
  564. desc.FillMode = D3D12_FILL_MODE_SOLID;
  565. desc.CullMode = D3D12_CULL_MODE_NONE;
  566. desc.FrontCounterClockwise = FALSE;
  567. desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
  568. desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
  569. desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
  570. desc.DepthClipEnable = true;
  571. desc.MultisampleEnable = FALSE;
  572. desc.AntialiasedLineEnable = FALSE;
  573. desc.ForcedSampleCount = 0;
  574. desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
  575. }
  576. // Create depth-stencil State
  577. {
  578. D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
  579. desc.DepthEnable = false;
  580. desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
  581. desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  582. desc.StencilEnable = false;
  583. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
  584. desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
  585. desc.BackFace = desc.FrontFace;
  586. }
  587. HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
  588. vertexShaderBlob->Release();
  589. pixelShaderBlob->Release();
  590. if (result_pipeline_state != S_OK)
  591. return false;
  592. ImGui_ImplDX12_CreateFontsTexture();
  593. return true;
  594. }
  595. void ImGui_ImplDX12_InvalidateDeviceObjects()
  596. {
  597. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  598. if (!bd || !bd->pd3dDevice)
  599. return;
  600. ImGuiIO& io = ImGui::GetIO();
  601. SafeRelease(bd->pRootSignature);
  602. SafeRelease(bd->pPipelineState);
  603. SafeRelease(bd->pFontTextureResource);
  604. io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  605. for (UINT i = 0; i < bd->numFramesInFlight; i++)
  606. {
  607. ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
  608. SafeRelease(fr->IndexBuffer);
  609. SafeRelease(fr->VertexBuffer);
  610. }
  611. }
  612. bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
  613. D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
  614. {
  615. ImGuiIO& io = ImGui::GetIO();
  616. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  617. // Setup backend capabilities flags
  618. ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
  619. io.BackendRendererUserData = (void*)bd;
  620. io.BackendRendererName = "imgui_impl_dx12";
  621. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  622. bd->pd3dDevice = device;
  623. bd->RTVFormat = rtv_format;
  624. bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
  625. bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
  626. bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
  627. bd->numFramesInFlight = num_frames_in_flight;
  628. bd->frameIndex = UINT_MAX;
  629. IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
  630. // Create buffers with a default size (they will later be grown as needed)
  631. for (int i = 0; i < num_frames_in_flight; i++)
  632. {
  633. ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
  634. fr->IndexBuffer = NULL;
  635. fr->VertexBuffer = NULL;
  636. fr->IndexBufferSize = 10000;
  637. fr->VertexBufferSize = 5000;
  638. }
  639. return true;
  640. }
  641. void ImGui_ImplDX12_Shutdown()
  642. {
  643. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  644. IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
  645. ImGuiIO& io = ImGui::GetIO();
  646. ImGui_ImplDX12_InvalidateDeviceObjects();
  647. delete[] bd->pFrameResources;
  648. io.BackendRendererName = NULL;
  649. io.BackendRendererUserData = NULL;
  650. IM_DELETE(bd);
  651. }
  652. void ImGui_ImplDX12_NewFrame()
  653. {
  654. ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
  655. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
  656. if (!bd->pPipelineState)
  657. ImGui_ImplDX12_CreateDeviceObjects();
  658. }