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// Dear ImGui: standalone example application for DirectX 12
// 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
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// Important: to compile on 32-bit systems, the DirectX12 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*.
// 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.
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# include "imgui.h"
# include "imgui_impl_win32.h"
# include "imgui_impl_dx12.h"
# include <d3d12.h>
# include <dxgi1_4.h>
# include <tchar.h>
# ifdef _DEBUG
# define DX12_ENABLE_DEBUG_LAYER
# endif
# ifdef DX12_ENABLE_DEBUG_LAYER
# include <dxgidebug.h>
# pragma comment(lib, "dxguid.lib")
# endif
struct FrameContext
{
ID3D12CommandAllocator * CommandAllocator ;
UINT64 FenceValue ;
} ;
// Data
static int const NUM_FRAMES_IN_FLIGHT = 3 ;
static FrameContext g_frameContext [ NUM_FRAMES_IN_FLIGHT ] = { } ;
static UINT g_frameIndex = 0 ;
static int const NUM_BACK_BUFFERS = 3 ;
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static ID3D12Device * g_pd3dDevice = nullptr ;
static ID3D12DescriptorHeap * g_pd3dRtvDescHeap = nullptr ;
static ID3D12DescriptorHeap * g_pd3dSrvDescHeap = nullptr ;
static ID3D12CommandQueue * g_pd3dCommandQueue = nullptr ;
static ID3D12GraphicsCommandList * g_pd3dCommandList = nullptr ;
static ID3D12Fence * g_fence = nullptr ;
static HANDLE g_fenceEvent = nullptr ;
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static UINT64 g_fenceLastSignaledValue = 0 ;
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static IDXGISwapChain3 * g_pSwapChain = nullptr ;
static HANDLE g_hSwapChainWaitableObject = nullptr ;
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static ID3D12Resource * g_mainRenderTargetResource [ NUM_BACK_BUFFERS ] = { } ;
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor [ NUM_BACK_BUFFERS ] = { } ;
// Forward declarations of helper functions
bool CreateDeviceD3D ( HWND hWnd ) ;
void CleanupDeviceD3D ( ) ;
void CreateRenderTarget ( ) ;
void CleanupRenderTarget ( ) ;
void WaitForLastSubmittedFrame ( ) ;
FrameContext * WaitForNextFrameResources ( ) ;
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
// Main code
int main ( int , char * * )
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof ( wc ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( nullptr ) , nullptr , nullptr , nullptr , nullptr , L " ImGui Example " , nullptr } ;
: : RegisterClassExW ( & wc ) ;
HWND hwnd = : : CreateWindowW ( wc . lpszClassName , L " Dear ImGui DirectX12 Example " , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , nullptr , nullptr , wc . hInstance , nullptr ) ;
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// Initialize Direct3D
if ( ! CreateDeviceD3D ( hwnd ) )
{
CleanupDeviceD3D ( ) ;
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: : UnregisterClassW ( wc . lpszClassName , wc . hInstance ) ;
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return 1 ;
}
// Show the window
: : ShowWindow ( hwnd , SW_SHOWDEFAULT ) ;
: : UpdateWindow ( hwnd ) ;
// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
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io . ConfigFlags | = ImGuiConfigFlags_DockingEnable ; // Enable Docking
io . ConfigFlags | = ImGuiConfigFlags_ViewportsEnable ; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
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//ImGui::StyleColorsLight();
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// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
ImGuiStyle & style = ImGui : : GetStyle ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
style . WindowRounding = 0.0f ;
style . Colors [ ImGuiCol_WindowBg ] . w = 1.0f ;
}
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// Setup Platform/Renderer backends
ImGui_ImplWin32_Init ( hwnd ) ;
ImGui_ImplDX12_Init ( g_pd3dDevice , NUM_FRAMES_IN_FLIGHT ,
DXGI_FORMAT_R8G8B8A8_UNORM , g_pd3dSrvDescHeap ,
g_pd3dSrvDescHeap - > GetCPUDescriptorHandleForHeapStart ( ) ,
g_pd3dSrvDescHeap - > GetGPUDescriptorHandleForHeapStart ( ) ) ;
// Load Fonts
// - 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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
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// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
// Main loop
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bool done = false ;
while ( ! done )
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{
// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg ;
while ( : : PeekMessage ( & msg , nullptr , 0U , 0U , PM_REMOVE ) )
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{
: : TranslateMessage ( & msg ) ;
: : DispatchMessage ( & msg ) ;
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if ( msg . message = = WM_QUIT )
done = true ;
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}
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if ( done )
break ;
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// Start the Dear ImGui frame
ImGui_ImplDX12_NewFrame ( ) ;
ImGui_ImplWin32_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
// 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!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
static float f = 0.0f ;
static int counter = 0 ;
ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
ImGui : : Text ( " This is some useful text. " ) ; // Display some text (you can use a format strings too)
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our window open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / io . Framerate , io . Framerate ) ;
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ImGui : : End ( ) ;
}
// 3. Show another simple window.
if ( show_another_window )
{
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)
ImGui : : Text ( " Hello from another window! " ) ;
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
ImGui : : End ( ) ;
}
// Rendering
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ImGui : : Render ( ) ;
FrameContext * frameCtx = WaitForNextFrameResources ( ) ;
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UINT backBufferIdx = g_pSwapChain - > GetCurrentBackBufferIndex ( ) ;
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frameCtx - > CommandAllocator - > Reset ( ) ;
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D3D12_RESOURCE_BARRIER barrier = { } ;
barrier . Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION ;
barrier . Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE ;
barrier . Transition . pResource = g_mainRenderTargetResource [ backBufferIdx ] ;
barrier . Transition . Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES ;
barrier . Transition . StateBefore = D3D12_RESOURCE_STATE_PRESENT ;
barrier . Transition . StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET ;
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g_pd3dCommandList - > Reset ( frameCtx - > CommandAllocator , nullptr ) ;
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g_pd3dCommandList - > ResourceBarrier ( 1 , & barrier ) ;
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// Render Dear ImGui graphics
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 } ;
g_pd3dCommandList - > ClearRenderTargetView ( g_mainRenderTargetDescriptor [ backBufferIdx ] , clear_color_with_alpha , 0 , nullptr ) ;
g_pd3dCommandList - > OMSetRenderTargets ( 1 , & g_mainRenderTargetDescriptor [ backBufferIdx ] , FALSE , nullptr ) ;
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g_pd3dCommandList - > SetDescriptorHeaps ( 1 , & g_pd3dSrvDescHeap ) ;
ImGui_ImplDX12_RenderDrawData ( ImGui : : GetDrawData ( ) , g_pd3dCommandList ) ;
barrier . Transition . StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET ;
barrier . Transition . StateAfter = D3D12_RESOURCE_STATE_PRESENT ;
g_pd3dCommandList - > ResourceBarrier ( 1 , & barrier ) ;
g_pd3dCommandList - > Close ( ) ;
g_pd3dCommandQueue - > ExecuteCommandLists ( 1 , ( ID3D12CommandList * const * ) & g_pd3dCommandList ) ;
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// Update and Render additional Platform Windows
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
{
ImGui : : UpdatePlatformWindows ( ) ;
ImGui : : RenderPlatformWindowsDefault ( nullptr , ( void * ) g_pd3dCommandList ) ;
}
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g_pSwapChain - > Present ( 1 , 0 ) ; // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
UINT64 fenceValue = g_fenceLastSignaledValue + 1 ;
g_pd3dCommandQueue - > Signal ( g_fence , fenceValue ) ;
g_fenceLastSignaledValue = fenceValue ;
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frameCtx - > FenceValue = fenceValue ;
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}
WaitForLastSubmittedFrame ( ) ;
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// Cleanup
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ImGui_ImplDX12_Shutdown ( ) ;
ImGui_ImplWin32_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
CleanupDeviceD3D ( ) ;
: : DestroyWindow ( hwnd ) ;
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: : UnregisterClassW ( wc . lpszClassName , wc . hInstance ) ;
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return 0 ;
}
// Helper functions
bool CreateDeviceD3D ( HWND hWnd )
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd ;
{
ZeroMemory ( & sd , sizeof ( sd ) ) ;
sd . BufferCount = NUM_BACK_BUFFERS ;
sd . Width = 0 ;
sd . Height = 0 ;
sd . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
sd . Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT ;
sd . BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT ;
sd . SampleDesc . Count = 1 ;
sd . SampleDesc . Quality = 0 ;
sd . SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD ;
sd . AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED ;
sd . Scaling = DXGI_SCALING_STRETCH ;
sd . Stereo = FALSE ;
}
// [DEBUG] Enable debug interface
# ifdef DX12_ENABLE_DEBUG_LAYER
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ID3D12Debug * pdx12Debug = nullptr ;
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if ( SUCCEEDED ( D3D12GetDebugInterface ( IID_PPV_ARGS ( & pdx12Debug ) ) ) )
pdx12Debug - > EnableDebugLayer ( ) ;
# endif
// Create device
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0 ;
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if ( D3D12CreateDevice ( nullptr , featureLevel , IID_PPV_ARGS ( & g_pd3dDevice ) ) ! = S_OK )
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return false ;
// [DEBUG] Setup debug interface to break on any warnings/errors
# ifdef DX12_ENABLE_DEBUG_LAYER
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if ( pdx12Debug ! = nullptr )
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{
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ID3D12InfoQueue * pInfoQueue = nullptr ;
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g_pd3dDevice - > QueryInterface ( IID_PPV_ARGS ( & pInfoQueue ) ) ;
pInfoQueue - > SetBreakOnSeverity ( D3D12_MESSAGE_SEVERITY_ERROR , true ) ;
pInfoQueue - > SetBreakOnSeverity ( D3D12_MESSAGE_SEVERITY_CORRUPTION , true ) ;
pInfoQueue - > SetBreakOnSeverity ( D3D12_MESSAGE_SEVERITY_WARNING , true ) ;
pInfoQueue - > Release ( ) ;
pdx12Debug - > Release ( ) ;
}
# endif
{
D3D12_DESCRIPTOR_HEAP_DESC desc = { } ;
desc . Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV ;
desc . NumDescriptors = NUM_BACK_BUFFERS ;
desc . Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE ;
desc . NodeMask = 1 ;
if ( g_pd3dDevice - > CreateDescriptorHeap ( & desc , IID_PPV_ARGS ( & g_pd3dRtvDescHeap ) ) ! = S_OK )
return false ;
SIZE_T rtvDescriptorSize = g_pd3dDevice - > GetDescriptorHandleIncrementSize ( D3D12_DESCRIPTOR_HEAP_TYPE_RTV ) ;
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap - > GetCPUDescriptorHandleForHeapStart ( ) ;
for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; i + + )
{
g_mainRenderTargetDescriptor [ i ] = rtvHandle ;
rtvHandle . ptr + = rtvDescriptorSize ;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = { } ;
desc . Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ;
desc . NumDescriptors = 1 ;
desc . Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE ;
if ( g_pd3dDevice - > CreateDescriptorHeap ( & desc , IID_PPV_ARGS ( & g_pd3dSrvDescHeap ) ) ! = S_OK )
return false ;
}
{
D3D12_COMMAND_QUEUE_DESC desc = { } ;
desc . Type = D3D12_COMMAND_LIST_TYPE_DIRECT ;
desc . Flags = D3D12_COMMAND_QUEUE_FLAG_NONE ;
desc . NodeMask = 1 ;
if ( g_pd3dDevice - > CreateCommandQueue ( & desc , IID_PPV_ARGS ( & g_pd3dCommandQueue ) ) ! = S_OK )
return false ;
}
for ( UINT i = 0 ; i < NUM_FRAMES_IN_FLIGHT ; i + + )
if ( g_pd3dDevice - > CreateCommandAllocator ( D3D12_COMMAND_LIST_TYPE_DIRECT , IID_PPV_ARGS ( & g_frameContext [ i ] . CommandAllocator ) ) ! = S_OK )
return false ;
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if ( g_pd3dDevice - > CreateCommandList ( 0 , D3D12_COMMAND_LIST_TYPE_DIRECT , g_frameContext [ 0 ] . CommandAllocator , nullptr , IID_PPV_ARGS ( & g_pd3dCommandList ) ) ! = S_OK | |
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g_pd3dCommandList - > Close ( ) ! = S_OK )
return false ;
if ( g_pd3dDevice - > CreateFence ( 0 , D3D12_FENCE_FLAG_NONE , IID_PPV_ARGS ( & g_fence ) ) ! = S_OK )
return false ;
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g_fenceEvent = CreateEvent ( nullptr , FALSE , FALSE , nullptr ) ;
if ( g_fenceEvent = = nullptr )
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return false ;
{
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IDXGIFactory4 * dxgiFactory = nullptr ;
IDXGISwapChain1 * swapChain1 = nullptr ;
if ( CreateDXGIFactory1 ( IID_PPV_ARGS ( & dxgiFactory ) ) ! = S_OK )
return false ;
if ( dxgiFactory - > CreateSwapChainForHwnd ( g_pd3dCommandQueue , hWnd , & sd , nullptr , nullptr , & swapChain1 ) ! = S_OK )
return false ;
if ( swapChain1 - > QueryInterface ( IID_PPV_ARGS ( & g_pSwapChain ) ) ! = S_OK )
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return false ;
swapChain1 - > Release ( ) ;
dxgiFactory - > Release ( ) ;
g_pSwapChain - > SetMaximumFrameLatency ( NUM_BACK_BUFFERS ) ;
g_hSwapChainWaitableObject = g_pSwapChain - > GetFrameLatencyWaitableObject ( ) ;
}
CreateRenderTarget ( ) ;
return true ;
}
void CleanupDeviceD3D ( )
{
CleanupRenderTarget ( ) ;
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if ( g_pSwapChain ) { g_pSwapChain - > SetFullscreenState ( false , nullptr ) ; g_pSwapChain - > Release ( ) ; g_pSwapChain = nullptr ; }
if ( g_hSwapChainWaitableObject ! = nullptr ) { CloseHandle ( g_hSwapChainWaitableObject ) ; }
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for ( UINT i = 0 ; i < NUM_FRAMES_IN_FLIGHT ; i + + )
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if ( g_frameContext [ i ] . CommandAllocator ) { g_frameContext [ i ] . CommandAllocator - > Release ( ) ; g_frameContext [ i ] . CommandAllocator = nullptr ; }
if ( g_pd3dCommandQueue ) { g_pd3dCommandQueue - > Release ( ) ; g_pd3dCommandQueue = nullptr ; }
if ( g_pd3dCommandList ) { g_pd3dCommandList - > Release ( ) ; g_pd3dCommandList = nullptr ; }
if ( g_pd3dRtvDescHeap ) { g_pd3dRtvDescHeap - > Release ( ) ; g_pd3dRtvDescHeap = nullptr ; }
if ( g_pd3dSrvDescHeap ) { g_pd3dSrvDescHeap - > Release ( ) ; g_pd3dSrvDescHeap = nullptr ; }
if ( g_fence ) { g_fence - > Release ( ) ; g_fence = nullptr ; }
if ( g_fenceEvent ) { CloseHandle ( g_fenceEvent ) ; g_fenceEvent = nullptr ; }
if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = nullptr ; }
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# ifdef DX12_ENABLE_DEBUG_LAYER
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IDXGIDebug1 * pDebug = nullptr ;
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if ( SUCCEEDED ( DXGIGetDebugInterface1 ( 0 , IID_PPV_ARGS ( & pDebug ) ) ) )
{
pDebug - > ReportLiveObjects ( DXGI_DEBUG_ALL , DXGI_DEBUG_RLO_SUMMARY ) ;
pDebug - > Release ( ) ;
}
# endif
}
void CreateRenderTarget ( )
{
for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; i + + )
{
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ID3D12Resource * pBackBuffer = nullptr ;
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g_pSwapChain - > GetBuffer ( i , IID_PPV_ARGS ( & pBackBuffer ) ) ;
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g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , nullptr , g_mainRenderTargetDescriptor [ i ] ) ;
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g_mainRenderTargetResource [ i ] = pBackBuffer ;
}
}
void CleanupRenderTarget ( )
{
WaitForLastSubmittedFrame ( ) ;
for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; i + + )
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if ( g_mainRenderTargetResource [ i ] ) { g_mainRenderTargetResource [ i ] - > Release ( ) ; g_mainRenderTargetResource [ i ] = nullptr ; }
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}
void WaitForLastSubmittedFrame ( )
{
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FrameContext * frameCtx = & g_frameContext [ g_frameIndex % NUM_FRAMES_IN_FLIGHT ] ;
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UINT64 fenceValue = frameCtx - > FenceValue ;
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if ( fenceValue = = 0 )
return ; // No fence was signaled
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frameCtx - > FenceValue = 0 ;
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if ( g_fence - > GetCompletedValue ( ) > = fenceValue )
return ;
g_fence - > SetEventOnCompletion ( fenceValue , g_fenceEvent ) ;
WaitForSingleObject ( g_fenceEvent , INFINITE ) ;
}
FrameContext * WaitForNextFrameResources ( )
{
UINT nextFrameIndex = g_frameIndex + 1 ;
g_frameIndex = nextFrameIndex ;
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HANDLE waitableObjects [ ] = { g_hSwapChainWaitableObject , nullptr } ;
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DWORD numWaitableObjects = 1 ;
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FrameContext * frameCtx = & g_frameContext [ nextFrameIndex % NUM_FRAMES_IN_FLIGHT ] ;
UINT64 fenceValue = frameCtx - > FenceValue ;
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if ( fenceValue ! = 0 ) // means no fence was signaled
{
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frameCtx - > FenceValue = 0 ;
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g_fence - > SetEventOnCompletion ( fenceValue , g_fenceEvent ) ;
waitableObjects [ 1 ] = g_fenceEvent ;
numWaitableObjects = 2 ;
}
WaitForMultipleObjects ( numWaitableObjects , waitableObjects , TRUE , INFINITE ) ;
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return frameCtx ;
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}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
// Win32 message handler
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( ImGui_ImplWin32_WndProcHandler ( hWnd , msg , wParam , lParam ) )
return true ;
switch ( msg )
{
case WM_SIZE :
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if ( g_pd3dDevice ! = nullptr & & wParam ! = SIZE_MINIMIZED )
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{
WaitForLastSubmittedFrame ( ) ;
CleanupRenderTarget ( ) ;
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HRESULT result = g_pSwapChain - > ResizeBuffers ( 0 , ( UINT ) LOWORD ( lParam ) , ( UINT ) HIWORD ( lParam ) , DXGI_FORMAT_UNKNOWN , DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT ) ;
assert ( SUCCEEDED ( result ) & & " Failed to resize swapchain. " ) ;
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CreateRenderTarget ( ) ;
}
return 0 ;
case WM_SYSCOMMAND :
if ( ( wParam & 0xfff0 ) = = SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
case WM_DESTROY :
: : PostQuitMessage ( 0 ) ;
return 0 ;
}
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return : : DefWindowProcW ( hWnd , msg , wParam , lParam ) ;
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}