AnimTestbed/3rdparty/imgui/examples/example_win32_directx12/main.cpp

485 lines
20 KiB
C++
Raw Normal View History

2021-11-11 21:22:24 +01:00
// 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
2023-04-14 17:44:25 +02:00
// 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.
2021-11-11 21:22:24 +01:00
#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;
2023-04-14 17:44:25 +02:00
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;
2021-11-11 21:22:24 +01:00
static UINT64 g_fenceLastSignaledValue = 0;
2023-04-14 17:44:25 +02:00
static IDXGISwapChain3* g_pSwapChain = nullptr;
static HANDLE g_hSwapChainWaitableObject = nullptr;
2021-11-11 21:22:24 +01:00
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();
2023-04-14 17:44:25 +02:00
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);
2021-11-11 21:22:24 +01:00
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
2023-04-14 17:44:25 +02:00
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
2021-11-11 21:22:24 +01:00
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;
2023-04-14 17:44:25 +02:00
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
2023-04-15 00:23:52 +02:00
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
//io.ConfigViewportsNoAutoMerge = true;
//io.ConfigViewportsNoTaskBarIcon = true;
2021-11-11 21:22:24 +01:00
// Setup Dear ImGui style
ImGui::StyleColorsDark();
2023-04-14 17:44:25 +02:00
//ImGui::StyleColorsLight();
2021-11-11 21:22:24 +01:00
2023-04-15 00:23:52 +02:00
// 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;
}
2021-11-11 21:22:24 +01:00
// 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.
2023-04-14 17:44:25 +02:00
// - 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).
2021-11-11 21:22:24 +01:00
// - 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.
2023-04-14 17:44:25 +02:00
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
2021-11-11 21:22:24 +01:00
// - 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();
2023-04-14 17:44:25 +02:00
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
2021-11-11 21:22:24 +01:00
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
2023-04-14 17:44:25 +02:00
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
2021-11-11 21:22:24 +01:00
// 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
2023-04-14 17:44:25 +02:00
bool done = false;
while (!done)
2021-11-11 21:22:24 +01:00
{
// Poll and handle messages (inputs, window resize, etc.)
2023-04-14 17:44:25 +02:00
// See the WndProc() function below for our to dispatch events to the Win32 backend.
MSG msg;
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
2021-11-11 21:22:24 +01:00
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
2023-04-14 17:44:25 +02:00
if (msg.message == WM_QUIT)
done = true;
2021-11-11 21:22:24 +01:00
}
2023-04-14 17:44:25 +02:00
if (done)
break;
2021-11-11 21:22:24 +01:00
// 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);
2023-04-14 17:44:25 +02:00
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
2021-11-11 21:22:24 +01:00
{
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);
2023-04-14 17:44:25 +02:00
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
2021-11-11 21:22:24 +01:00
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
2023-04-14 17:44:25 +02:00
ImGui::Render();
FrameContext* frameCtx = WaitForNextFrameResources();
2021-11-11 21:22:24 +01:00
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
2023-04-14 17:44:25 +02:00
frameCtx->CommandAllocator->Reset();
2021-11-11 21:22:24 +01:00
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;
2023-04-14 17:44:25 +02:00
g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr);
2021-11-11 21:22:24 +01:00
g_pd3dCommandList->ResourceBarrier(1, &barrier);
2023-04-14 17:44:25 +02:00
// 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);
2021-11-11 21:22:24 +01:00
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);
2023-04-15 00:23:52 +02:00
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList);
}
2021-11-11 21:22:24 +01:00
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;
2023-04-14 17:44:25 +02:00
frameCtx->FenceValue = fenceValue;
2021-11-11 21:22:24 +01:00
}
WaitForLastSubmittedFrame();
2023-04-14 17:44:25 +02:00
// Cleanup
2021-11-11 21:22:24 +01:00
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
::DestroyWindow(hwnd);
2023-04-14 17:44:25 +02:00
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
2021-11-11 21:22:24 +01:00
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
2023-04-14 17:44:25 +02:00
ID3D12Debug* pdx12Debug = nullptr;
2021-11-11 21:22:24 +01:00
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
pdx12Debug->EnableDebugLayer();
#endif
// Create device
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
2023-04-14 17:44:25 +02:00
if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
2021-11-11 21:22:24 +01:00
return false;
// [DEBUG] Setup debug interface to break on any warnings/errors
#ifdef DX12_ENABLE_DEBUG_LAYER
2023-04-14 17:44:25 +02:00
if (pdx12Debug != nullptr)
2021-11-11 21:22:24 +01:00
{
2023-04-14 17:44:25 +02:00
ID3D12InfoQueue* pInfoQueue = nullptr;
2021-11-11 21:22:24 +01:00
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;
2023-04-14 17:44:25 +02:00
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
2021-11-11 21:22:24 +01:00
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;
2023-04-14 17:44:25 +02:00
g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (g_fenceEvent == nullptr)
2021-11-11 21:22:24 +01:00
return false;
{
2023-04-14 17:44:25 +02:00
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)
2021-11-11 21:22:24 +01:00
return false;
swapChain1->Release();
dxgiFactory->Release();
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}
CreateRenderTarget();
return true;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
2023-04-14 17:44:25 +02:00
if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
2021-11-11 21:22:24 +01:00
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
2023-04-14 17:44:25 +02:00
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; }
2021-11-11 21:22:24 +01:00
#ifdef DX12_ENABLE_DEBUG_LAYER
2023-04-14 17:44:25 +02:00
IDXGIDebug1* pDebug = nullptr;
2021-11-11 21:22:24 +01:00
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++)
{
2023-04-14 17:44:25 +02:00
ID3D12Resource* pBackBuffer = nullptr;
2021-11-11 21:22:24 +01:00
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
2023-04-14 17:44:25 +02:00
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]);
2021-11-11 21:22:24 +01:00
g_mainRenderTargetResource[i] = pBackBuffer;
}
}
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
2023-04-14 17:44:25 +02:00
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
2021-11-11 21:22:24 +01:00
}
void WaitForLastSubmittedFrame()
{
2023-04-14 17:44:25 +02:00
FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
2021-11-11 21:22:24 +01:00
2023-04-14 17:44:25 +02:00
UINT64 fenceValue = frameCtx->FenceValue;
2021-11-11 21:22:24 +01:00
if (fenceValue == 0)
return; // No fence was signaled
2023-04-14 17:44:25 +02:00
frameCtx->FenceValue = 0;
2021-11-11 21:22:24 +01:00
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;
2023-04-14 17:44:25 +02:00
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
2021-11-11 21:22:24 +01:00
DWORD numWaitableObjects = 1;
2023-04-14 17:44:25 +02:00
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtx->FenceValue;
2021-11-11 21:22:24 +01:00
if (fenceValue != 0) // means no fence was signaled
{
2023-04-14 17:44:25 +02:00
frameCtx->FenceValue = 0;
2021-11-11 21:22:24 +01:00
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
waitableObjects[1] = g_fenceEvent;
numWaitableObjects = 2;
}
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
2023-04-14 17:44:25 +02:00
return frameCtx;
2021-11-11 21:22:24 +01:00
}
// 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
2023-04-14 17:44:25 +02:00
// 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.
2021-11-11 21:22:24 +01:00
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:
2023-04-14 17:44:25 +02:00
if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
2021-11-11 21:22:24 +01:00
{
WaitForLastSubmittedFrame();
CleanupRenderTarget();
2023-04-14 17:44:25 +02:00
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.");
2021-11-11 21:22:24 +01:00
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;
}
2023-04-14 17:44:25 +02:00
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
2021-11-11 21:22:24 +01:00
}