Switched to imgui fork https://github.com/thedmd/imgui/commits/feature/docking-layout-external/ commit 899d85eb9489796f73a4dc67ad86892729707ce9
This commit is contained in:
@@ -1,8 +1,9 @@
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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@REM Important: to build on 32-bit systems, the DX12 backends needs '#define ImTextureID ImU64', so we pass it here.
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@set OUT_DIR=Debug
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@set OUT_EXE=example_win32_directx12
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@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
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@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib
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mkdir Debug
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cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
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+5
-5
@@ -21,7 +21,7 @@
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<PropertyGroup Label="Globals">
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<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
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<RootNamespace>example_win32_directx12</RootNamespace>
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<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>
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<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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@@ -87,7 +87,7 @@
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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@@ -102,7 +102,7 @@
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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@@ -119,7 +119,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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@@ -138,7 +138,7 @@
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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+28
-81
@@ -6,6 +6,10 @@
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// 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"
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#include "imgui_impl_win32.h"
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#include "imgui_impl_dx12.h"
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@@ -22,70 +26,23 @@
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#pragma comment(lib, "dxguid.lib")
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#endif
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// Config for example app
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static const int APP_NUM_FRAMES_IN_FLIGHT = 2;
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static const int APP_NUM_BACK_BUFFERS = 2;
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static const int APP_SRV_HEAP_SIZE = 64;
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#include "imgui_internal.h"
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struct FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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UINT64 FenceValue;
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};
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// Simple free list based allocator
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struct ExampleDescriptorHeapAllocator
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{
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ID3D12DescriptorHeap* Heap = nullptr;
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D3D12_DESCRIPTOR_HEAP_TYPE HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
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D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu;
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D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu;
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UINT HeapHandleIncrement;
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ImVector<int> FreeIndices;
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void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap)
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{
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IM_ASSERT(Heap == nullptr && FreeIndices.empty());
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Heap = heap;
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D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
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HeapType = desc.Type;
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HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart();
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HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart();
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HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
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FreeIndices.reserve((int)desc.NumDescriptors);
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for (int n = desc.NumDescriptors; n > 0; n--)
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FreeIndices.push_back(n);
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}
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void Destroy()
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{
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Heap = nullptr;
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FreeIndices.clear();
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}
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void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
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{
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IM_ASSERT(FreeIndices.Size > 0);
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int idx = FreeIndices.back();
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FreeIndices.pop_back();
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out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement);
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out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement);
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}
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void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle)
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{
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int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement);
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int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement);
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IM_ASSERT(cpu_idx == gpu_idx);
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FreeIndices.push_back(cpu_idx);
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}
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ID3D12CommandAllocator* CommandAllocator;
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UINT64 FenceValue;
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};
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// Data
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static FrameContext g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {};
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static int const NUM_FRAMES_IN_FLIGHT = 3;
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static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
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static UINT g_frameIndex = 0;
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static int const NUM_BACK_BUFFERS = 3;
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static ID3D12Device* g_pd3dDevice = nullptr;
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static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
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static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
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static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc;
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static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
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static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
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static ID3D12Fence* g_fence = nullptr;
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@@ -94,8 +51,8 @@ static UINT64 g_fenceLastSignaledValue = 0;
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static IDXGISwapChain3* g_pSwapChain = nullptr;
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static bool g_SwapChainOccluded = false;
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static HANDLE g_hSwapChainWaitableObject = nullptr;
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static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
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static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[APP_NUM_BACK_BUFFERS] = {};
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static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
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static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
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// Forward declarations of helper functions
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bool CreateDeviceD3D(HWND hWnd);
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@@ -152,19 +109,10 @@ int main(int, char**)
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX12_InitInfo init_info = {};
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init_info.Device = g_pd3dDevice;
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init_info.CommandQueue = g_pd3dCommandQueue;
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init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT;
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init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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init_info.DSVFormat = DXGI_FORMAT_UNKNOWN;
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// Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks.
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// (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
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init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap;
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init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); };
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init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); };
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ImGui_ImplDX12_Init(&init_info);
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ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
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DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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// Load Fonts
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// - 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.
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@@ -288,7 +236,7 @@ int main(int, char**)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList);
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}
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// Present
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@@ -323,7 +271,7 @@ bool CreateDeviceD3D(HWND hWnd)
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DXGI_SWAP_CHAIN_DESC1 sd;
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{
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = APP_NUM_BACK_BUFFERS;
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sd.BufferCount = NUM_BACK_BUFFERS;
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sd.Width = 0;
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sd.Height = 0;
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sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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@@ -366,7 +314,7 @@ bool CreateDeviceD3D(HWND hWnd)
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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desc.NumDescriptors = APP_NUM_BACK_BUFFERS;
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desc.NumDescriptors = NUM_BACK_BUFFERS;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 1;
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if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
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@@ -374,7 +322,7 @@ bool CreateDeviceD3D(HWND hWnd)
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SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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{
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g_mainRenderTargetDescriptor[i] = rtvHandle;
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rtvHandle.ptr += rtvDescriptorSize;
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@@ -384,11 +332,10 @@ bool CreateDeviceD3D(HWND hWnd)
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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desc.NumDescriptors = APP_SRV_HEAP_SIZE;
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desc.NumDescriptors = 1;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
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return false;
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g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap);
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}
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{
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@@ -400,7 +347,7 @@ bool CreateDeviceD3D(HWND hWnd)
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return false;
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}
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for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
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for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
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if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
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return false;
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@@ -426,7 +373,7 @@ bool CreateDeviceD3D(HWND hWnd)
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return false;
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swapChain1->Release();
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dxgiFactory->Release();
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g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
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g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
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g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
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}
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@@ -439,7 +386,7 @@ void CleanupDeviceD3D()
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CleanupRenderTarget();
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if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
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if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
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for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
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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; }
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if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }
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if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }
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@@ -461,7 +408,7 @@ void CleanupDeviceD3D()
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void CreateRenderTarget()
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{
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for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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{
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ID3D12Resource* pBackBuffer = nullptr;
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g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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@@ -474,13 +421,13 @@ void CleanupRenderTarget()
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{
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WaitForLastSubmittedFrame();
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for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
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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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}
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void WaitForLastSubmittedFrame()
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{
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FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
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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)
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@@ -502,7 +449,7 @@ FrameContext* WaitForNextFrameResources()
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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 % APP_NUM_FRAMES_IN_FLIGHT];
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FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtx->FenceValue;
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if (fenceValue != 0) // means no fence was signaled
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{
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