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authorAldrik Ramaekers <aldrikboy@gmail.com>2025-08-03 19:22:36 +0200
committerAldrik Ramaekers <aldrikboy@gmail.com>2025-08-03 19:22:36 +0200
commit853bbb3752a5fa2f58ef456ffb6e3a552e13cb11 (patch)
treece49a533f82a42a65fa6a4771a7b8fbfe33798cf /imgui-1.92.1/examples/example_win32_directx12/main.cpp
initial commit
Diffstat (limited to 'imgui-1.92.1/examples/example_win32_directx12/main.cpp')
-rw-r--r--imgui-1.92.1/examples/example_win32_directx12/main.cpp547
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diff --git a/imgui-1.92.1/examples/example_win32_directx12/main.cpp b/imgui-1.92.1/examples/example_win32_directx12/main.cpp
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+++ b/imgui-1.92.1/examples/example_win32_directx12/main.cpp
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+// Dear ImGui: standalone example application for DirectX 12
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx12.h"
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <tchar.h>
+
+#ifdef _DEBUG
+#define DX12_ENABLE_DEBUG_LAYER
+#endif
+
+#ifdef DX12_ENABLE_DEBUG_LAYER
+#include <dxgidebug.h>
+#pragma comment(lib, "dxguid.lib")
+#endif
+
+// Config for example app
+static const int APP_NUM_FRAMES_IN_FLIGHT = 2;
+static const int APP_NUM_BACK_BUFFERS = 2;
+static const int APP_SRV_HEAP_SIZE = 64;
+
+struct FrameContext
+{
+ ID3D12CommandAllocator* CommandAllocator;
+ UINT64 FenceValue;
+};
+
+// Simple free list based allocator
+struct ExampleDescriptorHeapAllocator
+{
+ ID3D12DescriptorHeap* Heap = nullptr;
+ D3D12_DESCRIPTOR_HEAP_TYPE HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
+ D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu;
+ D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu;
+ UINT HeapHandleIncrement;
+ ImVector<int> FreeIndices;
+
+ void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap)
+ {
+ IM_ASSERT(Heap == nullptr && FreeIndices.empty());
+ Heap = heap;
+ D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
+ HeapType = desc.Type;
+ HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart();
+ HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart();
+ HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
+ FreeIndices.reserve((int)desc.NumDescriptors);
+ for (int n = desc.NumDescriptors; n > 0; n--)
+ FreeIndices.push_back(n - 1);
+ }
+ void Destroy()
+ {
+ Heap = nullptr;
+ FreeIndices.clear();
+ }
+ void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
+ {
+ IM_ASSERT(FreeIndices.Size > 0);
+ int idx = FreeIndices.back();
+ FreeIndices.pop_back();
+ out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement);
+ out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement);
+ }
+ void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle)
+ {
+ int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement);
+ int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement);
+ IM_ASSERT(cpu_idx == gpu_idx);
+ FreeIndices.push_back(cpu_idx);
+ }
+};
+
+// Data
+static FrameContext g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {};
+static UINT g_frameIndex = 0;
+
+static ID3D12Device* g_pd3dDevice = nullptr;
+static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
+static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
+static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc;
+static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
+static ID3D12Fence* g_fence = nullptr;
+static HANDLE g_fenceEvent = nullptr;
+static UINT64 g_fenceLastSignaledValue = 0;
+static IDXGISwapChain3* g_pSwapChain = nullptr;
+static bool g_SwapChainOccluded = false;
+static HANDLE g_hSwapChainWaitableObject = nullptr;
+static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[APP_NUM_BACK_BUFFERS] = {};
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+void WaitForLastSubmittedFrame();
+FrameContext* WaitForNextFrameResources();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Main code
+int main(int, char**)
+{
+ // Make process DPI aware and obtain main monitor scale
+ ImGui_ImplWin32_EnableDpiAwareness();
+ float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY));
+
+ // Create application window
+ WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
+ ::RegisterClassExW(&wc);
+ HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplWin32_Init(hwnd);
+
+ ImGui_ImplDX12_InitInfo init_info = {};
+ init_info.Device = g_pd3dDevice;
+ init_info.CommandQueue = g_pd3dCommandQueue;
+ init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT;
+ init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
+ init_info.DSVFormat = DXGI_FORMAT_UNKNOWN;
+ // Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks.
+ // (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
+ init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap;
+ init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); };
+ init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); };
+ ImGui_ImplDX12_Init(&init_info);
+
+ // Before 1.91.6: our signature was using a single descriptor. From 1.92, specifying SrvDescriptorAllocFn/SrvDescriptorFreeFn will be required to benefit from new features.
+ //ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // See the WndProc() function below for our to dispatch events to the Win32 backend.
+ MSG msg;
+ while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ if (msg.message == WM_QUIT)
+ done = true;
+ }
+ if (done)
+ break;
+
+ // Handle window screen locked
+ if ((g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) || ::IsIconic(hwnd))
+ {
+ ::Sleep(10);
+ continue;
+ }
+ g_SwapChainOccluded = false;
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX12_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+
+ FrameContext* frameCtx = WaitForNextFrameResources();
+ UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+ frameCtx->CommandAllocator->Reset();
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr);
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+
+ // Render Dear ImGui graphics
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, nullptr);
+ g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr);
+ g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+ ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->Close();
+
+ g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+
+ // Present
+ HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
+ //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
+ g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
+
+ UINT64 fenceValue = g_fenceLastSignaledValue + 1;
+ g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+ g_fenceLastSignaledValue = fenceValue;
+ frameCtx->FenceValue = fenceValue;
+ }
+
+ WaitForLastSubmittedFrame();
+
+ // Cleanup
+ ImGui_ImplDX12_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ ::DestroyWindow(hwnd);
+ ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+// Helper functions
+
+bool CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC1 sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = APP_NUM_BACK_BUFFERS;
+ sd.Width = 0;
+ sd.Height = 0;
+ sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ sd.Scaling = DXGI_SCALING_STRETCH;
+ sd.Stereo = FALSE;
+ }
+
+ // [DEBUG] Enable debug interface
+#ifdef DX12_ENABLE_DEBUG_LAYER
+ ID3D12Debug* pdx12Debug = nullptr;
+ if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
+ pdx12Debug->EnableDebugLayer();
+#endif
+
+ // Create device
+ D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
+ if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
+ return false;
+
+ // [DEBUG] Setup debug interface to break on any warnings/errors
+#ifdef DX12_ENABLE_DEBUG_LAYER
+ if (pdx12Debug != nullptr)
+ {
+ ID3D12InfoQueue* pInfoQueue = nullptr;
+ g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
+ pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
+ pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
+ pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
+ pInfoQueue->Release();
+ pdx12Debug->Release();
+ }
+#endif
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ desc.NumDescriptors = APP_NUM_BACK_BUFFERS;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
+ return false;
+
+ SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
+ {
+ g_mainRenderTargetDescriptor[i] = rtvHandle;
+ rtvHandle.ptr += rtvDescriptorSize;
+ }
+ }
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ desc.NumDescriptors = APP_SRV_HEAP_SIZE;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
+ return false;
+ g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap);
+ }
+
+ {
+ D3D12_COMMAND_QUEUE_DESC desc = {};
+ desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
+ return false;
+ }
+
+ for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
+ return false;
+
+ if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
+ g_pd3dCommandList->Close() != S_OK)
+ return false;
+
+ if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
+ return false;
+
+ g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
+ if (g_fenceEvent == nullptr)
+ return false;
+
+ {
+ IDXGIFactory4* dxgiFactory = nullptr;
+ IDXGISwapChain1* swapChain1 = nullptr;
+ if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
+ return false;
+ if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
+ return false;
+ if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
+ return false;
+ swapChain1->Release();
+ dxgiFactory->Release();
+ g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ }
+
+ CreateRenderTarget();
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+ if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
+ for (UINT i = 0; i < APP_NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; }
+ if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }
+ if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }
+ if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = nullptr; }
+ if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = nullptr; }
+ if (g_fence) { g_fence->Release(); g_fence = nullptr; }
+ if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = nullptr; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+
+#ifdef DX12_ENABLE_DEBUG_LAYER
+ IDXGIDebug1* pDebug = nullptr;
+ if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
+ {
+ pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
+ pDebug->Release();
+ }
+#endif
+}
+
+void CreateRenderTarget()
+{
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
+ {
+ ID3D12Resource* pBackBuffer = nullptr;
+ g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]);
+ g_mainRenderTargetResource[i] = pBackBuffer;
+ }
+}
+
+void CleanupRenderTarget()
+{
+ WaitForLastSubmittedFrame();
+
+ for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
+ if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
+}
+
+void WaitForLastSubmittedFrame()
+{
+ FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
+
+ UINT64 fenceValue = frameCtx->FenceValue;
+ if (fenceValue == 0)
+ return; // No fence was signaled
+
+ frameCtx->FenceValue = 0;
+ if (g_fence->GetCompletedValue() >= fenceValue)
+ return;
+
+ g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ WaitForSingleObject(g_fenceEvent, INFINITE);
+}
+
+FrameContext* WaitForNextFrameResources()
+{
+ UINT nextFrameIndex = g_frameIndex + 1;
+ g_frameIndex = nextFrameIndex;
+
+ HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
+ DWORD numWaitableObjects = 1;
+
+ FrameContext* frameCtx = &g_frameContext[nextFrameIndex % APP_NUM_FRAMES_IN_FLIGHT];
+ UINT64 fenceValue = frameCtx->FenceValue;
+ if (fenceValue != 0) // means no fence was signaled
+ {
+ frameCtx->FenceValue = 0;
+ g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ waitableObjects[1] = g_fenceEvent;
+ numWaitableObjects = 2;
+ }
+
+ WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
+
+ return frameCtx;
+}
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
+ {
+ WaitForLastSubmittedFrame();
+ CleanupRenderTarget();
+ HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
+ assert(SUCCEEDED(result) && "Failed to resize swapchain.");
+ CreateRenderTarget();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ }
+ return ::DefWindowProcW(hWnd, msg, wParam, lParam);
+}