1076 lines
48 KiB
C++
1076 lines
48 KiB
C++
// dear imgui: Renderer Backend for DirectX12
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
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// Important: to compile on 32-bit systems, this 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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// To build this on 32-bit systems:
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// - [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)
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// - [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.
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// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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// - [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)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 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).
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Various minor tidying up.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
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// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
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// 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).
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// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
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#include "imgui.h"
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#include "imgui_impl_dx12.h"
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// DirectX
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX data
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struct ImGui_ImplDX12_Data
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{
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ID3D12Device* pd3dDevice;
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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DXGI_FORMAT RTVFormat;
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ID3D12Resource* pFontTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Buffers used during the rendering of a frame
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struct ImGui_ImplDX12_RenderBuffers
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{
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ID3D12Resource* IndexBuffer;
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ID3D12Resource* VertexBuffer;
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int IndexBufferSize;
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int VertexBufferSize;
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};
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// Buffers used for secondary viewports created by the multi-viewports systems
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struct ImGui_ImplDX12_FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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ID3D12Resource* RenderTarget;
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
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};
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Main viewport created by application will only use the Resources field.
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// Secondary viewports created by this backend will use all the fields (including Window fields),
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struct ImGui_ImplDX12_ViewportData
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{
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// Window
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ID3D12CommandQueue* CommandQueue;
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ID3D12GraphicsCommandList* CommandList;
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ID3D12DescriptorHeap* RtvDescHeap;
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IDXGISwapChain3* SwapChain;
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ID3D12Fence* Fence;
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UINT64 FenceSignaledValue;
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HANDLE FenceEvent;
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UINT NumFramesInFlight;
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ImGui_ImplDX12_FrameContext* FrameCtx;
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// Render buffers
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UINT FrameIndex;
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ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
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ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
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{
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CommandQueue = nullptr;
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CommandList = nullptr;
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RtvDescHeap = nullptr;
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SwapChain = nullptr;
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Fence = nullptr;
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FenceSignaledValue = 0;
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FenceEvent = nullptr;
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NumFramesInFlight = num_frames_in_flight;
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FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
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FrameIndex = UINT_MAX;
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FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
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for (UINT i = 0; i < NumFramesInFlight; ++i)
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{
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FrameCtx[i].CommandAllocator = nullptr;
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FrameCtx[i].RenderTarget = nullptr;
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// Create buffers with a default size (they will later be grown as needed)
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FrameRenderBuffers[i].IndexBuffer = nullptr;
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FrameRenderBuffers[i].VertexBuffer = nullptr;
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FrameRenderBuffers[i].VertexBufferSize = 5000;
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FrameRenderBuffers[i].IndexBufferSize = 10000;
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}
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}
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~ImGui_ImplDX12_ViewportData()
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{
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IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
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IM_ASSERT(RtvDescHeap == nullptr);
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IM_ASSERT(SwapChain == nullptr);
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IM_ASSERT(Fence == nullptr);
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IM_ASSERT(FenceEvent == nullptr);
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for (UINT i = 0; i < NumFramesInFlight; ++i)
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{
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IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
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IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
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}
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delete[] FrameCtx; FrameCtx = nullptr;
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delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
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}
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};
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struct VERTEX_CONSTANT_BUFFER_DX12
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{
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float mvp[4][4];
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};
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// Forward Declarations
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static void ImGui_ImplDX12_InitPlatformInterface();
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static void ImGui_ImplDX12_ShutdownPlatformInterface();
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// Functions
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
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{
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
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}
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// Setup viewport
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D3D12_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D12_VIEWPORT));
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0.0f;
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ctx->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
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vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
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vbv.SizeInBytes = fr->VertexBufferSize * stride;
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vbv.StrideInBytes = stride;
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ctx->IASetVertexBuffers(0, 1, &vbv);
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D3D12_INDEX_BUFFER_VIEW ibv;
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memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
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ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
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ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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ctx->IASetIndexBuffer(&ibv);
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ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->SetPipelineState(bd->pPipelineState);
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ctx->SetGraphicsRootSignature(bd->pRootSignature);
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ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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// Setup blend factor
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = nullptr;
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
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vd->FrameIndex++;
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ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
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{
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SafeRelease(fr->VertexBuffer);
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
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return;
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}
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if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
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{
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SafeRelease(fr->IndexBuffer);
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
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return;
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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void* vtx_resource, *idx_resource;
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D3D12_RANGE range;
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memset(&range, 0, sizeof(D3D12_RANGE));
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if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
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return;
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if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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fr->VertexBuffer->Unmap(0, &range);
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fr->IndexBuffer->Unmap(0, &range);
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// Setup desired DX state
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply Scissor/clipping rectangle, Bind texture, Draw
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const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
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texture_handle.ptr = (UINT64)pcmd->GetTexID();
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ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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}
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}
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static void ImGui_ImplDX12_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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{
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_DEFAULT;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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desc.Alignment = 0;
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desc.Width = width;
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desc.Height = height;
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desc.DepthOrArraySize = 1;
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|
desc.MipLevels = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
ID3D12Resource* pTexture = nullptr;
|
|
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
|
|
|
|
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
|
UINT uploadSize = height * uploadPitch;
|
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
desc.Alignment = 0;
|
|
desc.Width = uploadSize;
|
|
desc.Height = 1;
|
|
desc.DepthOrArraySize = 1;
|
|
desc.MipLevels = 1;
|
|
desc.Format = DXGI_FORMAT_UNKNOWN;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
|
|
ID3D12Resource* uploadBuffer = nullptr;
|
|
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
void* mapped = nullptr;
|
|
D3D12_RANGE range = { 0, uploadSize };
|
|
hr = uploadBuffer->Map(0, &range, &mapped);
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
for (int y = 0; y < height; y++)
|
|
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
|
|
uploadBuffer->Unmap(0, &range);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
|
srcLocation.pResource = uploadBuffer;
|
|
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
srcLocation.PlacedFootprint.Footprint.Width = width;
|
|
srcLocation.PlacedFootprint.Footprint.Height = height;
|
|
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
|
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
|
dstLocation.pResource = pTexture;
|
|
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
dstLocation.SubresourceIndex = 0;
|
|
|
|
D3D12_RESOURCE_BARRIER barrier = {};
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
barrier.Transition.pResource = pTexture;
|
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
|
|
ID3D12Fence* fence = nullptr;
|
|
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
HANDLE event = CreateEvent(0, 0, 0, 0);
|
|
IM_ASSERT(event != nullptr);
|
|
|
|
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
|
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
|
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
|
queueDesc.NodeMask = 1;
|
|
|
|
ID3D12CommandQueue* cmdQueue = nullptr;
|
|
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
ID3D12CommandAllocator* cmdAlloc = nullptr;
|
|
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
ID3D12GraphicsCommandList* cmdList = nullptr;
|
|
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
|
|
cmdList->ResourceBarrier(1, &barrier);
|
|
|
|
hr = cmdList->Close();
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
|
|
hr = cmdQueue->Signal(fence, 1);
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
fence->SetEventOnCompletion(1, event);
|
|
WaitForSingleObject(event, INFINITE);
|
|
|
|
cmdList->Release();
|
|
cmdAlloc->Release();
|
|
cmdQueue->Release();
|
|
CloseHandle(event);
|
|
fence->Release();
|
|
uploadBuffer->Release();
|
|
|
|
// Create texture view
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
|
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
|
|
SafeRelease(bd->pFontTextureResource);
|
|
bd->pFontTextureResource = pTexture;
|
|
}
|
|
|
|
// Store our identifier
|
|
// READ THIS IF THE STATIC_ASSERT() TRIGGERS:
|
|
// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
|
|
// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
|
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
|
|
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
|
|
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
|
|
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
|
|
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
|
|
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
|
|
}
|
|
|
|
bool ImGui_ImplDX12_CreateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
if (!bd || !bd->pd3dDevice)
|
|
return false;
|
|
if (bd->pPipelineState)
|
|
ImGui_ImplDX12_InvalidateDeviceObjects();
|
|
|
|
// Create the root signature
|
|
{
|
|
D3D12_DESCRIPTOR_RANGE descRange = {};
|
|
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
|
descRange.NumDescriptors = 1;
|
|
descRange.BaseShaderRegister = 0;
|
|
descRange.RegisterSpace = 0;
|
|
descRange.OffsetInDescriptorsFromTableStart = 0;
|
|
|
|
D3D12_ROOT_PARAMETER param[2] = {};
|
|
|
|
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
|
param[0].Constants.ShaderRegister = 0;
|
|
param[0].Constants.RegisterSpace = 0;
|
|
param[0].Constants.Num32BitValues = 16;
|
|
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
|
|
|
|
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
|
param[1].DescriptorTable.NumDescriptorRanges = 1;
|
|
param[1].DescriptorTable.pDescriptorRanges = &descRange;
|
|
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
|
|
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
|
|
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
|
|
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
staticSampler.MipLODBias = 0.f;
|
|
staticSampler.MaxAnisotropy = 0;
|
|
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
|
|
staticSampler.MinLOD = 0.f;
|
|
staticSampler.MaxLOD = 0.f;
|
|
staticSampler.ShaderRegister = 0;
|
|
staticSampler.RegisterSpace = 0;
|
|
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
D3D12_ROOT_SIGNATURE_DESC desc = {};
|
|
desc.NumParameters = _countof(param);
|
|
desc.pParameters = param;
|
|
desc.NumStaticSamplers = 1;
|
|
desc.pStaticSamplers = &staticSampler;
|
|
desc.Flags =
|
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
|
|
|
|
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
|
|
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
|
|
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
|
|
if (d3d12_dll == nullptr)
|
|
{
|
|
// Attempt to load d3d12.dll from local directories. This will only succeed if
|
|
// (1) the current OS is Windows 7, and
|
|
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
|
|
// See https://github.com/ocornut/imgui/pull/3696 for details.
|
|
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
|
|
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
|
|
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
|
|
break;
|
|
|
|
// If failed, we are on Windows >= 10.
|
|
if (d3d12_dll == nullptr)
|
|
d3d12_dll = ::LoadLibraryA("d3d12.dll");
|
|
|
|
if (d3d12_dll == nullptr)
|
|
return false;
|
|
}
|
|
|
|
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
|
|
if (D3D12SerializeRootSignatureFn == nullptr)
|
|
return false;
|
|
|
|
ID3DBlob* blob = nullptr;
|
|
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
|
|
return false;
|
|
|
|
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
|
|
blob->Release();
|
|
}
|
|
|
|
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
|
// If you would like to use this DX12 sample code but remove this dependency you can:
|
|
// 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
|
|
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
|
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
|
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
|
|
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
|
|
psoDesc.NodeMask = 1;
|
|
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
psoDesc.pRootSignature = bd->pRootSignature;
|
|
psoDesc.SampleMask = UINT_MAX;
|
|
psoDesc.NumRenderTargets = 1;
|
|
psoDesc.RTVFormats[0] = bd->RTVFormat;
|
|
psoDesc.SampleDesc.Count = 1;
|
|
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
|
|
|
ID3DBlob* vertexShaderBlob;
|
|
ID3DBlob* pixelShaderBlob;
|
|
|
|
// Create the vertex shader
|
|
{
|
|
static const char* vertexShader =
|
|
"cbuffer vertexBuffer : register(b0) \
|
|
{\
|
|
float4x4 ProjectionMatrix; \
|
|
};\
|
|
struct VS_INPUT\
|
|
{\
|
|
float2 pos : POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
\
|
|
struct PS_INPUT\
|
|
{\
|
|
float4 pos : SV_POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
\
|
|
PS_INPUT main(VS_INPUT input)\
|
|
{\
|
|
PS_INPUT output;\
|
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
|
output.col = input.col;\
|
|
output.uv = input.uv;\
|
|
return output;\
|
|
}";
|
|
|
|
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
|
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
|
|
|
|
// Create the input layout
|
|
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
|
|
{
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
};
|
|
psoDesc.InputLayout = { local_layout, 3 };
|
|
}
|
|
|
|
// Create the pixel shader
|
|
{
|
|
static const char* pixelShader =
|
|
"struct PS_INPUT\
|
|
{\
|
|
float4 pos : SV_POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
SamplerState sampler0 : register(s0);\
|
|
Texture2D texture0 : register(t0);\
|
|
\
|
|
float4 main(PS_INPUT input) : SV_Target\
|
|
{\
|
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
|
return out_col; \
|
|
}";
|
|
|
|
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
|
|
{
|
|
vertexShaderBlob->Release();
|
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
}
|
|
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
|
|
}
|
|
|
|
// Create the blending setup
|
|
{
|
|
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
|
|
desc.AlphaToCoverageEnable = false;
|
|
desc.RenderTarget[0].BlendEnable = true;
|
|
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
|
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
|
}
|
|
|
|
// Create the rasterizer state
|
|
{
|
|
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
|
|
desc.FillMode = D3D12_FILL_MODE_SOLID;
|
|
desc.CullMode = D3D12_CULL_MODE_NONE;
|
|
desc.FrontCounterClockwise = FALSE;
|
|
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
|
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
|
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
|
desc.DepthClipEnable = true;
|
|
desc.MultisampleEnable = FALSE;
|
|
desc.AntialiasedLineEnable = FALSE;
|
|
desc.ForcedSampleCount = 0;
|
|
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
|
|
}
|
|
|
|
// Create depth-stencil State
|
|
{
|
|
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
|
|
desc.DepthEnable = false;
|
|
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
|
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
desc.StencilEnable = false;
|
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
|
|
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
desc.BackFace = desc.FrontFace;
|
|
}
|
|
|
|
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
|
vertexShaderBlob->Release();
|
|
pixelShaderBlob->Release();
|
|
if (result_pipeline_state != S_OK)
|
|
return false;
|
|
|
|
ImGui_ImplDX12_CreateFontsTexture();
|
|
|
|
return true;
|
|
}
|
|
|
|
static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
|
|
{
|
|
SafeRelease(render_buffers->IndexBuffer);
|
|
SafeRelease(render_buffers->VertexBuffer);
|
|
render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
|
|
}
|
|
|
|
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
if (!bd || !bd->pd3dDevice)
|
|
return;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
SafeRelease(bd->pRootSignature);
|
|
SafeRelease(bd->pPipelineState);
|
|
SafeRelease(bd->pFontTextureResource);
|
|
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
}
|
|
|
|
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_dx12";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
ImGui_ImplDX12_InitPlatformInterface();
|
|
|
|
bd->pd3dDevice = device;
|
|
bd->RTVFormat = rtv_format;
|
|
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
|
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
|
bd->numFramesInFlight = num_frames_in_flight;
|
|
bd->pd3dSrvDescHeap = cbv_srv_heap;
|
|
|
|
// Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
|
|
// Since this is created and managed by the application, we will only use the ->Resources[] fields.
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX12_Shutdown()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Manually delete main viewport render resources in-case we haven't initialized for viewports
|
|
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
|
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
|
|
{
|
|
// We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
|
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
|
|
IM_DELETE(vd);
|
|
main_viewport->RendererUserData = nullptr;
|
|
}
|
|
|
|
// Clean up windows and device objects
|
|
ImGui_ImplDX12_ShutdownPlatformInterface();
|
|
ImGui_ImplDX12_InvalidateDeviceObjects();
|
|
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplDX12_NewFrame()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
|
|
|
|
if (!bd->pPipelineState)
|
|
ImGui_ImplDX12_CreateDeviceObjects();
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
|
|
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
|
|
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
|
|
viewport->RendererUserData = vd;
|
|
|
|
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
|
|
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
|
|
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
|
|
IM_ASSERT(hwnd != 0);
|
|
|
|
vd->FrameIndex = UINT_MAX;
|
|
|
|
// Create command queue.
|
|
D3D12_COMMAND_QUEUE_DESC queue_desc = {};
|
|
queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
|
queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
|
|
|
HRESULT res = S_OK;
|
|
res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
|
|
IM_ASSERT(res == S_OK);
|
|
|
|
// Create command allocator.
|
|
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
|
|
{
|
|
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
|
|
IM_ASSERT(res == S_OK);
|
|
}
|
|
|
|
// Create command list.
|
|
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
|
|
IM_ASSERT(res == S_OK);
|
|
vd->CommandList->Close();
|
|
|
|
// Create fence.
|
|
res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
|
|
IM_ASSERT(res == S_OK);
|
|
|
|
vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
|
IM_ASSERT(vd->FenceEvent != nullptr);
|
|
|
|
// Create swap chain
|
|
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
|
|
DXGI_SWAP_CHAIN_DESC1 sd1;
|
|
ZeroMemory(&sd1, sizeof(sd1));
|
|
sd1.BufferCount = bd->numFramesInFlight;
|
|
sd1.Width = (UINT)viewport->Size.x;
|
|
sd1.Height = (UINT)viewport->Size.y;
|
|
sd1.Format = bd->RTVFormat;
|
|
sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
sd1.SampleDesc.Count = 1;
|
|
sd1.SampleDesc.Quality = 0;
|
|
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
|
sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
|
sd1.Scaling = DXGI_SCALING_STRETCH;
|
|
sd1.Stereo = FALSE;
|
|
|
|
IDXGIFactory4* dxgi_factory = nullptr;
|
|
res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
|
|
IM_ASSERT(res == S_OK);
|
|
|
|
IDXGISwapChain1* swap_chain = nullptr;
|
|
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
|
|
IM_ASSERT(res == S_OK);
|
|
|
|
dxgi_factory->Release();
|
|
|
|
// Or swapChain.As(&mSwapChain)
|
|
IM_ASSERT(vd->SwapChain == nullptr);
|
|
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
|
|
swap_chain->Release();
|
|
|
|
// Create the render targets
|
|
if (vd->SwapChain)
|
|
{
|
|
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
|
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
|
desc.NumDescriptors = bd->numFramesInFlight;
|
|
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
|
desc.NodeMask = 1;
|
|
|
|
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
|
|
IM_ASSERT(hr == S_OK);
|
|
|
|
SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
|
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
|
{
|
|
vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
|
|
rtv_handle.ptr += rtv_descriptor_size;
|
|
}
|
|
|
|
ID3D12Resource* back_buffer;
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
|
{
|
|
IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
|
|
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
|
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
|
|
vd->FrameCtx[i].RenderTarget = back_buffer;
|
|
}
|
|
}
|
|
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
|
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
|
|
}
|
|
|
|
static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
|
|
{
|
|
HRESULT hr = S_FALSE;
|
|
if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
|
|
{
|
|
hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
|
|
IM_ASSERT(hr == S_OK);
|
|
::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
|
|
hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
|
|
IM_ASSERT(hr == S_OK);
|
|
::WaitForSingleObject(vd->FenceEvent, INFINITE);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
|
{
|
|
// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
|
|
{
|
|
ImGui_WaitForPendingOperations(vd);
|
|
|
|
SafeRelease(vd->CommandQueue);
|
|
SafeRelease(vd->CommandList);
|
|
SafeRelease(vd->SwapChain);
|
|
SafeRelease(vd->RtvDescHeap);
|
|
SafeRelease(vd->Fence);
|
|
::CloseHandle(vd->FenceEvent);
|
|
vd->FenceEvent = nullptr;
|
|
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
|
{
|
|
SafeRelease(vd->FrameCtx[i].RenderTarget);
|
|
SafeRelease(vd->FrameCtx[i].CommandAllocator);
|
|
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
|
|
}
|
|
IM_DELETE(vd);
|
|
}
|
|
viewport->RendererUserData = nullptr;
|
|
}
|
|
|
|
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
|
|
|
|
ImGui_WaitForPendingOperations(vd);
|
|
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
|
SafeRelease(vd->FrameCtx[i].RenderTarget);
|
|
|
|
if (vd->SwapChain)
|
|
{
|
|
ID3D12Resource* back_buffer = nullptr;
|
|
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
|
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
|
{
|
|
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
|
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
|
|
vd->FrameCtx[i].RenderTarget = back_buffer;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
|
|
|
|
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
|
|
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
|
|
|
|
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
D3D12_RESOURCE_BARRIER barrier = {};
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
|
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
|
|
// Draw
|
|
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
|
|
|
|
frame_context->CommandAllocator->Reset();
|
|
cmd_list->Reset(frame_context->CommandAllocator, nullptr);
|
|
cmd_list->ResourceBarrier(1, &barrier);
|
|
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
|
|
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
|
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr);
|
|
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
|
|
|
|
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
|
|
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
|
cmd_list->ResourceBarrier(1, &barrier);
|
|
cmd_list->Close();
|
|
|
|
vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
|
|
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
|
|
vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
|
|
}
|
|
|
|
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
|
|
|
|
vd->SwapChain->Present(0, 0);
|
|
while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
|
|
::SwitchToThread();
|
|
}
|
|
|
|
void ImGui_ImplDX12_InitPlatformInterface()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
|
|
platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
|
|
platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
|
|
platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
|
|
platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
|
|
}
|
|
|
|
void ImGui_ImplDX12_ShutdownPlatformInterface()
|
|
{
|
|
ImGui::DestroyPlatformWindows();
|
|
}
|