diff options
Diffstat (limited to '3rdparty/imgui/backend/imgui_impl_dx12.cpp')
-rw-r--r-- | 3rdparty/imgui/backend/imgui_impl_dx12.cpp | 202 |
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(); } |