diff options
Diffstat (limited to '3rdparty/imgui/backend/imgui_impl_dx12.cpp')
-rw-r--r-- | 3rdparty/imgui/backend/imgui_impl_dx12.cpp | 746 |
1 files changed, 0 insertions, 746 deletions
diff --git a/3rdparty/imgui/backend/imgui_impl_dx12.cpp b/3rdparty/imgui/backend/imgui_impl_dx12.cpp deleted file mode 100644 index e9d2e96..0000000 --- a/3rdparty/imgui/backend/imgui_impl_dx12.cpp +++ /dev/null @@ -1,746 +0,0 @@ -// dear imgui: Renderer Backend for DirectX12 -// This needs to be used along with a Platform Backend (e.g. Win32) - -// Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! -// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. - -// 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*. -// 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 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. -// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. -// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. -// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. -// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. -// 2019-03-29: Misc: Various minor tidying up. -// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). -// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. -// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). -// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. -// 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). -// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. - -#include "imgui.h" -#include "imgui_impl_dx12.h" - -// DirectX -#include <d3d12.h> -#include <dxgi1_4.h> -#include <d3dcompiler.h> -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. -#endif - -// DirectX data -struct ImGui_ImplDX12_RenderBuffers -{ - ID3D12Resource* IndexBuffer; - ID3D12Resource* VertexBuffer; - int IndexBufferSize; - int VertexBufferSize; -}; - -struct ImGui_ImplDX12_Data -{ - 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]; -}; - -// 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; - { - float L = draw_data->DisplayPos.x; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; - float T = draw_data->DisplayPos.y; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; - float mvp[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.5f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, - }; - memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); - } - - // Setup viewport - D3D12_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D12_VIEWPORT)); - vp.Width = draw_data->DisplaySize.x; - vp.Height = draw_data->DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0.0f; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - D3D12_VERTEX_BUFFER_VIEW vbv; - memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW)); - vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; - vbv.SizeInBytes = fr->VertexBufferSize * stride; - vbv.StrideInBytes = stride; - ctx->IASetVertexBuffers(0, 1, &vbv); - D3D12_INDEX_BUFFER_VIEW ibv; - memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW)); - ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); - ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx); - ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; - ctx->IASetIndexBuffer(&ibv); - ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->SetPipelineState(bd->pPipelineState); - ctx->SetGraphicsRootSignature(bd->pRootSignature); - ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); - - // Setup blend factor - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - 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) -{ - // Avoid rendering when minimized - if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) - return; - - // 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. - 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) - { - SafeRelease(fr->VertexBuffer); - fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); - props.Type = D3D12_HEAP_TYPE_UPLOAD; - props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; - props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - D3D12_RESOURCE_DESC desc; - memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); - desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); - desc.Height = 1; - desc.DepthOrArraySize = 1; - desc.MipLevels = 1; - desc.Format = DXGI_FORMAT_UNKNOWN; - desc.SampleDesc.Count = 1; - desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - desc.Flags = D3D12_RESOURCE_FLAG_NONE; - 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) - { - SafeRelease(fr->IndexBuffer); - fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); - props.Type = D3D12_HEAP_TYPE_UPLOAD; - props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; - props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - D3D12_RESOURCE_DESC desc; - memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC)); - desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; - desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); - desc.Height = 1; - desc.DepthOrArraySize = 1; - desc.MipLevels = 1; - desc.Format = DXGI_FORMAT_UNKNOWN; - desc.SampleDesc.Count = 1; - desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; - desc.Flags = D3D12_RESOURCE_FLAG_NONE; - if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) - return; - } - - // Upload vertex/index data into a single contiguous GPU buffer - void* vtx_resource, *idx_resource; - D3D12_RANGE range; - memset(&range, 0, sizeof(D3D12_RANGE)); - if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) - return; - if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) - return; - ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; - ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.Size; - idx_dst += cmd_list->IdxBuffer.Size; - } - fr->VertexBuffer->Unmap(0, &range); - fr->IndexBuffer->Unmap(0, &range); - - // Setup desired DX state - ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); - - // Render command lists - // (Because we merged all buffers into a single one, we maintain our own offset into them) - int global_vtx_offset = 0; - int global_idx_offset = 0; - ImVec2 clip_off = draw_data->DisplayPos; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) - { - // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr); - else - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - // 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; - global_vtx_offset += cmd_list->VtxBuffer.Size; - } -} - -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); - - // Upload texture to graphics system - { - D3D12_HEAP_PROPERTIES props; - memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); - props.Type = D3D12_HEAP_TYPE_DEFAULT; - props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; - props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; - - D3D12_RESOURCE_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; - desc.Alignment = 0; - desc.Width = width; - desc.Height = height; - desc.DepthOrArraySize = 1; - 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 = NULL; - 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); - 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 = NULL; - 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)); - - void* mapped = NULL; - 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 = NULL; - 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 != NULL); - - D3D12_COMMAND_QUEUE_DESC queueDesc = {}; - queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; - queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; - queueDesc.NodeMask = 1; - - ID3D12CommandQueue* cmdQueue = NULL; - hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); - IM_ASSERT(SUCCEEDED(hr)); - - ID3D12CommandAllocator* cmdAlloc = NULL; - hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); - IM_ASSERT(SUCCEEDED(hr)); - - ID3D12GraphicsCommandList* cmdList = NULL; - 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); - 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; - - 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 == NULL) - { - // 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])) != NULL) - break; - - // If failed, we are on Windows >= 10. - if (d3d12_dll == NULL) - d3d12_dll = ::LoadLibraryA("d3d12.dll"); - - if (d3d12_dll == NULL) - return false; - } - - PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); - if (D3D12SerializeRootSignatureFn == NULL) - return false; - - ID3DBlob* blob = NULL; - if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != 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 pass them to CreateVertexShader()/CreatePixelShader() [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), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL))) - return false; // NB: Pass ID3D10Blob* 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), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL))) - { - vertexShaderBlob->Release(); - return false; // NB: Pass ID3D10Blob* 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; -} - -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(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. - - for (UINT i = 0; i < bd->numFramesInFlight; i++) - { - ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; - SafeRelease(fr->IndexBuffer); - SafeRelease(fr->VertexBuffer); - } -} - -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 == 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. - - 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++) - { - ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; - fr->IndexBuffer = NULL; - fr->VertexBuffer = NULL; - fr->IndexBufferSize = 10000; - fr->VertexBufferSize = 5000; - } - - return true; -} - -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[] bd->pFrameResources; - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; - IM_DELETE(bd); -} - -void ImGui_ImplDX12_NewFrame() -{ - ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?"); - - if (!bd->pPipelineState) - ImGui_ImplDX12_CreateDeviceObjects(); -} |