diff options
Diffstat (limited to 'imgui-1.92.1/examples/example_win32_directx12')
4 files changed, 0 insertions, 800 deletions
diff --git a/imgui-1.92.1/examples/example_win32_directx12/build_win32.bat b/imgui-1.92.1/examples/example_win32_directx12/build_win32.bat deleted file mode 100644 index cb5e8e2..0000000 --- a/imgui-1.92.1/examples/example_win32_directx12/build_win32.bat +++ /dev/null @@ -1,8 +0,0 @@ -@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -@set OUT_DIR=Debug -@set OUT_EXE=example_win32_directx12 -@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" -@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp -@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib -mkdir Debug -cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/imgui-1.92.1/examples/example_win32_directx12/example_win32_directx12.vcxproj b/imgui-1.92.1/examples/example_win32_directx12/example_win32_directx12.vcxproj deleted file mode 100644 index bb98c41..0000000 --- a/imgui-1.92.1/examples/example_win32_directx12/example_win32_directx12.vcxproj +++ /dev/null @@ -1,180 +0,0 @@ -<?xml version="1.0" encoding="utf-8"?> -<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> - 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\ No newline at end of file diff --git a/imgui-1.92.1/examples/example_win32_directx12/main.cpp b/imgui-1.92.1/examples/example_win32_directx12/main.cpp deleted file mode 100644 index 3a9ba4f..0000000 --- a/imgui-1.92.1/examples/example_win32_directx12/main.cpp +++ /dev/null @@ -1,547 +0,0 @@ -// 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); -} |
