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authorrtk0c <[email protected]>2022-02-19 13:30:03 -0800
committerrtk0c <[email protected]>2022-02-19 13:30:03 -0800
commit9dcdcf68f6a60741cbdd287e7eda23b4a21a080e (patch)
treef5ff4c569607e1f63de9dd87bb7442e021b1f620 /3rdparty/imgui/backend/imgui_impl_dx12.cpp
parent2599909052ef552efd5622bf73b60913e815b498 (diff)
Fix build errors and update all dependencies to latest version
- Fixed doctest executable not compiling - Fixed class accessibility error in Workflow_Main.cpp - Fixed selection of OpenGL loader in imgui OpenGL 2 & 3 backends - All loading is handled in our code now, the imgui_*_backend.cpp files are instructed to do nothing
Diffstat (limited to '3rdparty/imgui/backend/imgui_impl_dx12.cpp')
-rw-r--r--3rdparty/imgui/backend/imgui_impl_dx12.cpp202
1 files changed, 124 insertions, 78 deletions
diff --git a/3rdparty/imgui/backend/imgui_impl_dx12.cpp b/3rdparty/imgui/backend/imgui_impl_dx12.cpp
index 860fe66..e9d2e96 100644
--- a/3rdparty/imgui/backend/imgui_impl_dx12.cpp
+++ b/3rdparty/imgui/backend/imgui_impl_dx12.cpp
@@ -7,14 +7,21 @@
// 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*.
-// 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.
+// To build this on 32-bit systems:
+// - [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)
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// 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
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
+// 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).
+// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
@@ -42,40 +49,48 @@
#endif
// DirectX data
-static ID3D12Device* g_pd3dDevice = NULL;
-static ID3D12RootSignature* g_pRootSignature = NULL;
-static ID3D12PipelineState* g_pPipelineState = NULL;
-static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
-static ID3D12Resource* g_pFontTextureResource = NULL;
-static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
-static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
-
-struct FrameResources
+struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
-static FrameResources* g_pFrameResources = NULL;
-static UINT g_numFramesInFlight = 0;
-static UINT g_frameIndex = UINT_MAX;
-template<typename T>
-static void SafeRelease(T*& res)
+struct ImGui_ImplDX12_Data
{
- if (res)
- res->Release();
- res = NULL;
-}
+ ID3D12Device* pd3dDevice;
+ ID3D12RootSignature* pRootSignature;
+ ID3D12PipelineState* pPipelineState;
+ DXGI_FORMAT RTVFormat;
+ ID3D12Resource* pFontTextureResource;
+ D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
+ D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+
+ ImGui_ImplDX12_RenderBuffers* pFrameResources;
+ UINT numFramesInFlight;
+ UINT frameIndex;
+
+ ImGui_ImplDX12_Data() { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
+};
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
-static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
+}
+
+// Functions
+static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
@@ -120,8 +135,8 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
ctx->IASetIndexBuffer(&ibv);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->SetPipelineState(g_pPipelineState);
- ctx->SetGraphicsRootSignature(g_pRootSignature);
+ ctx->SetPipelineState(bd->pPipelineState);
+ ctx->SetGraphicsRootSignature(bd->pRootSignature);
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup blend factor
@@ -129,6 +144,14 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
ctx->OMSetBlendFactor(blend_factor);
}
+template<typename T>
+static inline void SafeRelease(T*& res)
+{
+ if (res)
+ res->Release();
+ res = NULL;
+}
+
// Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
@@ -138,8 +161,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
- g_frameIndex = g_frameIndex + 1;
- FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ bd->frameIndex = bd->frameIndex + 1;
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
@@ -162,7 +186,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
+ if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
return;
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
@@ -185,7 +209,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
- if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
+ if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
return;
}
@@ -235,14 +259,19 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
}
else
{
- // Apply Scissor, Bind texture, Draw
- const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
- if (r.right > r.left && r.bottom > r.top)
- {
- ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
- ctx->RSSetScissorRects(1, &r);
- ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
- }
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply Scissor/clipping rectangle, Bind texture, Draw
+ const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
+ texture_handle.ptr = (UINT64)pcmd->GetTexID();
+ ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
@@ -254,6 +283,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
@@ -281,7 +311,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = NULL;
- g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
@@ -303,7 +333,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
ID3D12Resource* uploadBuffer = NULL;
- HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
@@ -338,7 +368,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
ID3D12Fence* fence = NULL;
- hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
+ hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0);
@@ -350,15 +380,15 @@ static void ImGui_ImplDX12_CreateFontsTexture()
queueDesc.NodeMask = 1;
ID3D12CommandQueue* cmdQueue = NULL;
- hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+ hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandAllocator* cmdAlloc = NULL;
- hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
ID3D12GraphicsCommandList* cmdList = NULL;
- hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
+ hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
@@ -389,21 +419,29 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
- SafeRelease(g_pFontTextureResource);
- g_pFontTextureResource = pTexture;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
+ SafeRelease(bd->pFontTextureResource);
+ bd->pFontTextureResource = pTexture;
}
// Store our identifier
- static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
- io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr);
+ // 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()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
return false;
- if (g_pPipelineState)
+ if (bd->pPipelineState)
ImGui_ImplDX12_InvalidateDeviceObjects();
// Create the root signature
@@ -484,7 +522,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
return false;
- g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+ bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
blob->Release();
}
@@ -498,10 +536,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
- psoDesc.pRootSignature = g_pRootSignature;
+ psoDesc.pRootSignature = bd->pRootSignature;
psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1;
- psoDesc.RTVFormats[0] = g_RTVFormat;
+ psoDesc.RTVFormats[0] = bd->RTVFormat;
psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
@@ -620,7 +658,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.BackFace = desc.FrontFace;
}
- HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
+ HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
vertexShaderBlob->Release();
pixelShaderBlob->Release();
if (result_pipeline_state != S_OK)
@@ -633,19 +671,19 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
- if (!g_pd3dDevice)
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
return;
-
- SafeRelease(g_pRootSignature);
- SafeRelease(g_pPipelineState);
- SafeRelease(g_pFontTextureResource);
-
ImGuiIO& io = ImGui::GetIO();
- io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
- for (UINT i = 0; i < g_numFramesInFlight; i++)
+ SafeRelease(bd->pRootSignature);
+ SafeRelease(bd->pPipelineState);
+ SafeRelease(bd->pFontTextureResource);
+ io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
- FrameResources* fr = &g_pFrameResources[i];
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
@@ -654,24 +692,28 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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)
{
- // Setup backend capabilities flags
ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == NULL && "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.
- g_pd3dDevice = device;
- g_RTVFormat = rtv_format;
- g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
- g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
- g_pFrameResources = new FrameResources[num_frames_in_flight];
- g_numFramesInFlight = num_frames_in_flight;
- g_frameIndex = UINT_MAX;
+ bd->pd3dDevice = device;
+ bd->RTVFormat = rtv_format;
+ bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+ bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+ bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
+ bd->numFramesInFlight = num_frames_in_flight;
+ bd->frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)
{
- FrameResources* fr = &g_pFrameResources[i];
+ ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = NULL;
fr->VertexBuffer = NULL;
fr->IndexBufferSize = 10000;
@@ -683,18 +725,22 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
void ImGui_ImplDX12_Shutdown()
{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
ImGui_ImplDX12_InvalidateDeviceObjects();
- delete[] g_pFrameResources;
- g_pFrameResources = NULL;
- g_pd3dDevice = NULL;
- g_hFontSrvCpuDescHandle.ptr = 0;
- g_hFontSrvGpuDescHandle.ptr = 0;
- g_numFramesInFlight = 0;
- g_frameIndex = UINT_MAX;
+ delete[] bd->pFrameResources;
+ io.BackendRendererName = NULL;
+ io.BackendRendererUserData = NULL;
+ IM_DELETE(bd);
}
void ImGui_ImplDX12_NewFrame()
{
- if (!g_pPipelineState)
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
+
+ if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
}