1075 lines
		
	
	
		
			48 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			1075 lines
		
	
	
		
			48 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								// dear imgui: Renderer Backend for DirectX12
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								// This needs to be used along with a Platform Backend (e.g. Win32)
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								// Implemented features:
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								//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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								//  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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								//      FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
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								//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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								// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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								// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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								// To build this on 32-bit systems:
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								// - [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)
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								// - [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.
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								// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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								// - [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)
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								// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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								// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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								// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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								// Read online: https://github.com/ocornut/imgui/tree/master/docs
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								// CHANGELOG
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								// (minor and older changes stripped away, please see git history for details)
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								//  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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								//  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).
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								//  2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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								//  2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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								//  2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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								//  2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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								//  2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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								//  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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								//  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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								//  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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								//  2019-03-29: Misc: Various minor tidying up.
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								//  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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								//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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								//  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
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								//  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
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								//  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).
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								//  2018-02-22: Merged into master with all Win32 code synchronized to other examples.
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								#include "imgui.h"
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								#include "imgui_impl_dx12.h"
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								// DirectX
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								#include <d3d12.h>
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								#include <dxgi1_4.h>
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								#include <d3dcompiler.h>
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								#ifdef _MSC_VER
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								#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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								#endif
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								// DirectX data
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								struct ImGui_ImplDX12_Data
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								{
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								    ID3D12Device*               pd3dDevice;
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								    ID3D12RootSignature*        pRootSignature;
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								    ID3D12PipelineState*        pPipelineState;
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								    DXGI_FORMAT                 RTVFormat;
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								    ID3D12Resource*             pFontTextureResource;
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								    D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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								    D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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								    ID3D12DescriptorHeap*       pd3dSrvDescHeap;
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								    UINT                        numFramesInFlight;
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								    ImGui_ImplDX12_Data()       { memset((void*)this, 0, sizeof(*this)); }
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								};
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								// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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								// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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								static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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								{
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								    return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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								}
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								// Buffers used during the rendering of a frame
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								struct ImGui_ImplDX12_RenderBuffers
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								{
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								    ID3D12Resource*     IndexBuffer;
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								    ID3D12Resource*     VertexBuffer;
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								    int                 IndexBufferSize;
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								    int                 VertexBufferSize;
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								};
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								// Buffers used for secondary viewports created by the multi-viewports systems
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								struct ImGui_ImplDX12_FrameContext
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								{
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								    ID3D12CommandAllocator*         CommandAllocator;
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								    ID3D12Resource*                 RenderTarget;
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								    D3D12_CPU_DESCRIPTOR_HANDLE     RenderTargetCpuDescriptors;
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								};
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								// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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								// Main viewport created by application will only use the Resources field.
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								// Secondary viewports created by this backend will use all the fields (including Window fields),
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								struct ImGui_ImplDX12_ViewportData
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								{
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								    // Window
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								    ID3D12CommandQueue*             CommandQueue;
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								    ID3D12GraphicsCommandList*      CommandList;
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								    ID3D12DescriptorHeap*           RtvDescHeap;
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								    IDXGISwapChain3*                SwapChain;
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								    ID3D12Fence*                    Fence;
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								    UINT64                          FenceSignaledValue;
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								    HANDLE                          FenceEvent;
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								    UINT                            NumFramesInFlight;
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								    ImGui_ImplDX12_FrameContext*    FrameCtx;
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								    // Render buffers
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								    UINT                            FrameIndex;
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								    ImGui_ImplDX12_RenderBuffers*   FrameRenderBuffers;
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								    ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
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								    {
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								        CommandQueue = NULL;
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								        CommandList = NULL;
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								        RtvDescHeap = NULL;
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								        SwapChain = NULL;
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								        Fence = NULL;
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								        FenceSignaledValue = 0;
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								        FenceEvent = NULL;
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								        NumFramesInFlight = num_frames_in_flight;
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								        FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
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								        FrameIndex = UINT_MAX;
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								        FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
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								        for (UINT i = 0; i < NumFramesInFlight; ++i)
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								        {
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								            FrameCtx[i].CommandAllocator = NULL;
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								            FrameCtx[i].RenderTarget = NULL;
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								            // Create buffers with a default size (they will later be grown as needed)
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								            FrameRenderBuffers[i].IndexBuffer = NULL;
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								            FrameRenderBuffers[i].VertexBuffer = NULL;
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								            FrameRenderBuffers[i].VertexBufferSize = 5000;
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								            FrameRenderBuffers[i].IndexBufferSize = 10000;
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								        }
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								    }
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								    ~ImGui_ImplDX12_ViewportData()
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								    {
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								        IM_ASSERT(CommandQueue == NULL && CommandList == NULL);
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								        IM_ASSERT(RtvDescHeap == NULL);
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								        IM_ASSERT(SwapChain == NULL);
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								        IM_ASSERT(Fence == NULL);
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								        IM_ASSERT(FenceEvent == NULL);
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								        for (UINT i = 0; i < NumFramesInFlight; ++i)
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								        {
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								            IM_ASSERT(FrameCtx[i].CommandAllocator == NULL && FrameCtx[i].RenderTarget == NULL);
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								            IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == NULL && FrameRenderBuffers[i].VertexBuffer == NULL);
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								        }
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								        delete[] FrameCtx; FrameCtx = NULL;
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								        delete[] FrameRenderBuffers; FrameRenderBuffers = NULL;
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								    }
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								};
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								struct VERTEX_CONSTANT_BUFFER
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								{
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								    float   mvp[4][4];
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								};
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								// Forward Declarations
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								static void ImGui_ImplDX12_InitPlatformInterface();
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								static void ImGui_ImplDX12_ShutdownPlatformInterface();
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								// Functions
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								static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
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								{
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								    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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								    // Setup orthographic projection matrix into our constant buffer
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								    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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								    VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
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								    {
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								        float L = draw_data->DisplayPos.x;
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								        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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								        float T = draw_data->DisplayPos.y;
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								        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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								        float mvp[4][4] =
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								        {
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								            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
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								            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
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								            { 0.0f,         0.0f,           0.5f,       0.0f },
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								            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
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								        };
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								        memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
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								    }
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								    // Setup viewport
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								    D3D12_VIEWPORT vp;
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								    memset(&vp, 0, sizeof(D3D12_VIEWPORT));
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								    vp.Width = draw_data->DisplaySize.x;
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								    vp.Height = draw_data->DisplaySize.y;
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								    vp.MinDepth = 0.0f;
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								    vp.MaxDepth = 1.0f;
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								    vp.TopLeftX = vp.TopLeftY = 0.0f;
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								    ctx->RSSetViewports(1, &vp);
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								    // Bind shader and vertex buffers
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								    unsigned int stride = sizeof(ImDrawVert);
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								    unsigned int offset = 0;
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								    D3D12_VERTEX_BUFFER_VIEW vbv;
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								    memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
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								    vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
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								    vbv.SizeInBytes = fr->VertexBufferSize * stride;
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								    vbv.StrideInBytes = stride;
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								    ctx->IASetVertexBuffers(0, 1, &vbv);
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								    D3D12_INDEX_BUFFER_VIEW ibv;
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								    memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
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								    ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
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								    ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
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								    ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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								    ctx->IASetIndexBuffer(&ibv);
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								    ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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								    ctx->SetPipelineState(bd->pPipelineState);
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								    ctx->SetGraphicsRootSignature(bd->pRootSignature);
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								    ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // 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;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
							 | 
						||
| 
								 | 
							
								    vd->FrameIndex++;
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->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;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
							 | 
						||
| 
								 | 
							
								        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;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    SafeRelease(render_buffers->IndexBuffer);
							 | 
						||
| 
								 | 
							
								    SafeRelease(render_buffers->VertexBuffer);
							 | 
						||
| 
								 | 
							
								    render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								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.
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								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.
							 | 
						||
| 
								 | 
							
								    io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
							 | 
						||
| 
								 | 
							
								    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
							 | 
						||
| 
								 | 
							
								        ImGui_ImplDX12_InitPlatformInterface();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    bd->pd3dDevice = device;
							 | 
						||
| 
								 | 
							
								    bd->RTVFormat = rtv_format;
							 | 
						||
| 
								 | 
							
								    bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
							 | 
						||
| 
								 | 
							
								    bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
							 | 
						||
| 
								 | 
							
								    bd->numFramesInFlight = num_frames_in_flight;
							 | 
						||
| 
								 | 
							
								    bd->pd3dSrvDescHeap = cbv_srv_heap;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
							 | 
						||
| 
								 | 
							
								    // Since this is created and managed by the application, we will only use the ->Resources[] fields.
							 | 
						||
| 
								 | 
							
								    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
							 | 
						||
| 
								 | 
							
								    main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    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();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Manually delete main viewport render resources in-case we haven't initialized for viewports
							 | 
						||
| 
								 | 
							
								    ImGuiViewport* main_viewport = ImGui::GetMainViewport();
							 | 
						||
| 
								 | 
							
								    if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
							 | 
						||
| 
								 | 
							
								        for (UINT i = 0; i < bd->numFramesInFlight; i++)
							 | 
						||
| 
								 | 
							
								            ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
							 | 
						||
| 
								 | 
							
								        IM_DELETE(vd);
							 | 
						||
| 
								 | 
							
								        main_viewport->RendererUserData = NULL;
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Clean up windows and device objects
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_ShutdownPlatformInterface();
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_InvalidateDeviceObjects();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    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();
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//--------------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
							 | 
						||
| 
								 | 
							
								// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
							 | 
						||
| 
								 | 
							
								// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
							 | 
						||
| 
								 | 
							
								//--------------------------------------------------------------------------------------------------------
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
							 | 
						||
| 
								 | 
							
								    viewport->RendererUserData = vd;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
							 | 
						||
| 
								 | 
							
								    // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
							 | 
						||
| 
								 | 
							
								    HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
							 | 
						||
| 
								 | 
							
								    IM_ASSERT(hwnd != 0);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    vd->FrameIndex = UINT_MAX;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Create command queue.
							 | 
						||
| 
								 | 
							
								    D3D12_COMMAND_QUEUE_DESC queue_desc = {};
							 | 
						||
| 
								 | 
							
								    queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
							 | 
						||
| 
								 | 
							
								    queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    HRESULT res = S_OK;
							 | 
						||
| 
								 | 
							
								    res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
							 | 
						||
| 
								 | 
							
								    IM_ASSERT(res == S_OK);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Create command allocator.
							 | 
						||
| 
								 | 
							
								    for (UINT i = 0; i < bd->numFramesInFlight; ++i)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
							 | 
						||
| 
								 | 
							
								        IM_ASSERT(res == S_OK);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Create command list.
							 | 
						||
| 
								 | 
							
								    res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&vd->CommandList));
							 | 
						||
| 
								 | 
							
								    IM_ASSERT(res == S_OK);
							 | 
						||
| 
								 | 
							
								    vd->CommandList->Close();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Create fence.
							 | 
						||
| 
								 | 
							
								    res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
							 | 
						||
| 
								 | 
							
								    IM_ASSERT(res == S_OK);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    vd->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
							 | 
						||
| 
								 | 
							
								    IM_ASSERT(vd->FenceEvent != NULL);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Create swap chain
							 | 
						||
| 
								 | 
							
								    // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
							 | 
						||
| 
								 | 
							
								    DXGI_SWAP_CHAIN_DESC1 sd1;
							 | 
						||
| 
								 | 
							
								    ZeroMemory(&sd1, sizeof(sd1));
							 | 
						||
| 
								 | 
							
								    sd1.BufferCount = bd->numFramesInFlight;
							 | 
						||
| 
								 | 
							
								    sd1.Width = (UINT)viewport->Size.x;
							 | 
						||
| 
								 | 
							
								    sd1.Height = (UINT)viewport->Size.y;
							 | 
						||
| 
								 | 
							
								    sd1.Format = bd->RTVFormat;
							 | 
						||
| 
								 | 
							
								    sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
							 | 
						||
| 
								 | 
							
								    sd1.SampleDesc.Count = 1;
							 | 
						||
| 
								 | 
							
								    sd1.SampleDesc.Quality = 0;
							 | 
						||
| 
								 | 
							
								    sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
							 | 
						||
| 
								 | 
							
								    sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
							 | 
						||
| 
								 | 
							
								    sd1.Scaling = DXGI_SCALING_STRETCH;
							 | 
						||
| 
								 | 
							
								    sd1.Stereo = FALSE;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    IDXGIFactory4* dxgi_factory = NULL;
							 | 
						||
| 
								 | 
							
								    res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
							 | 
						||
| 
								 | 
							
								    IM_ASSERT(res == S_OK);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    IDXGISwapChain1* swap_chain = NULL;
							 | 
						||
| 
								 | 
							
								    res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
							 | 
						||
| 
								 | 
							
								    IM_ASSERT(res == S_OK);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    dxgi_factory->Release();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Or swapChain.As(&mSwapChain)
							 | 
						||
| 
								 | 
							
								    IM_ASSERT(vd->SwapChain == NULL);
							 | 
						||
| 
								 | 
							
								    swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
							 | 
						||
| 
								 | 
							
								    swap_chain->Release();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Create the render targets
							 | 
						||
| 
								 | 
							
								    if (vd->SwapChain)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
							 | 
						||
| 
								 | 
							
								        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
							 | 
						||
| 
								 | 
							
								        desc.NumDescriptors = bd->numFramesInFlight;
							 | 
						||
| 
								 | 
							
								        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
							 | 
						||
| 
								 | 
							
								        desc.NodeMask = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
							 | 
						||
| 
								 | 
							
								        IM_ASSERT(hr == S_OK);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
							 | 
						||
| 
								 | 
							
								        D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
							 | 
						||
| 
								 | 
							
								        for (UINT i = 0; i < bd->numFramesInFlight; i++)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
							 | 
						||
| 
								 | 
							
								            rtv_handle.ptr += rtv_descriptor_size;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        ID3D12Resource* back_buffer;
							 | 
						||
| 
								 | 
							
								        for (UINT i = 0; i < bd->numFramesInFlight; i++)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            IM_ASSERT(vd->FrameCtx[i].RenderTarget == NULL);
							 | 
						||
| 
								 | 
							
								            vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
							 | 
						||
| 
								 | 
							
								            bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
							 | 
						||
| 
								 | 
							
								            vd->FrameCtx[i].RenderTarget = back_buffer;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    for (UINT i = 0; i < bd->numFramesInFlight; i++)
							 | 
						||
| 
								 | 
							
								        ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    HRESULT hr = S_FALSE;
							 | 
						||
| 
								 | 
							
								    if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
							 | 
						||
| 
								 | 
							
								        IM_ASSERT(hr == S_OK);
							 | 
						||
| 
								 | 
							
								        ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
							 | 
						||
| 
								 | 
							
								        hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
							 | 
						||
| 
								 | 
							
								        IM_ASSERT(hr == S_OK);
							 | 
						||
| 
								 | 
							
								        ::WaitForSingleObject(vd->FenceEvent, INFINITE);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
							 | 
						||
| 
								 | 
							
								    if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        ImGui_WaitForPendingOperations(vd);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        SafeRelease(vd->CommandQueue);
							 | 
						||
| 
								 | 
							
								        SafeRelease(vd->CommandList);
							 | 
						||
| 
								 | 
							
								        SafeRelease(vd->SwapChain);
							 | 
						||
| 
								 | 
							
								        SafeRelease(vd->RtvDescHeap);
							 | 
						||
| 
								 | 
							
								        SafeRelease(vd->Fence);
							 | 
						||
| 
								 | 
							
								        ::CloseHandle(vd->FenceEvent);
							 | 
						||
| 
								 | 
							
								        vd->FenceEvent = NULL;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        for (UINT i = 0; i < bd->numFramesInFlight; i++)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            SafeRelease(vd->FrameCtx[i].RenderTarget);
							 | 
						||
| 
								 | 
							
								            SafeRelease(vd->FrameCtx[i].CommandAllocator);
							 | 
						||
| 
								 | 
							
								            ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        IM_DELETE(vd);
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								    viewport->RendererUserData = NULL;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    ImGui_WaitForPendingOperations(vd);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    for (UINT i = 0; i < bd->numFramesInFlight; i++)
							 | 
						||
| 
								 | 
							
								        SafeRelease(vd->FrameCtx[i].RenderTarget);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    if (vd->SwapChain)
							 | 
						||
| 
								 | 
							
								    {
							 | 
						||
| 
								 | 
							
								        ID3D12Resource* back_buffer = NULL;
							 | 
						||
| 
								 | 
							
								        vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
							 | 
						||
| 
								 | 
							
								        for (UINT i = 0; i < bd->numFramesInFlight; i++)
							 | 
						||
| 
								 | 
							
								        {
							 | 
						||
| 
								 | 
							
								            vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
							 | 
						||
| 
								 | 
							
								            bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
							 | 
						||
| 
								 | 
							
								            vd->FrameCtx[i].RenderTarget = back_buffer;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
							 | 
						||
| 
								 | 
							
								    UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
							 | 
						||
| 
								 | 
							
								    D3D12_RESOURCE_BARRIER barrier = {};
							 | 
						||
| 
								 | 
							
								    barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
							 | 
						||
| 
								 | 
							
								    barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
							 | 
						||
| 
								 | 
							
								    barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
							 | 
						||
| 
								 | 
							
								    barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
							 | 
						||
| 
								 | 
							
								    barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
							 | 
						||
| 
								 | 
							
								    barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    // Draw
							 | 
						||
| 
								 | 
							
								    ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    frame_context->CommandAllocator->Reset();
							 | 
						||
| 
								 | 
							
								    cmd_list->Reset(frame_context->CommandAllocator, NULL);
							 | 
						||
| 
								 | 
							
								    cmd_list->ResourceBarrier(1, &barrier);
							 | 
						||
| 
								 | 
							
								    cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
							 | 
						||
| 
								 | 
							
								    if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
							 | 
						||
| 
								 | 
							
								        cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
							 | 
						||
| 
								 | 
							
								    cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
							 | 
						||
| 
								 | 
							
								    barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
							 | 
						||
| 
								 | 
							
								    cmd_list->ResourceBarrier(1, &barrier);
							 | 
						||
| 
								 | 
							
								    cmd_list->Close();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
							 | 
						||
| 
								 | 
							
								    vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
							 | 
						||
| 
								 | 
							
								    vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								    vd->SwapChain->Present(0, 0);
							 | 
						||
| 
								 | 
							
								    while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
							 | 
						||
| 
								 | 
							
								        ::SwitchToThread();
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void ImGui_ImplDX12_InitPlatformInterface()
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
							 | 
						||
| 
								 | 
							
								    platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
							 | 
						||
| 
								 | 
							
								    platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
							 | 
						||
| 
								 | 
							
								    platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
							 | 
						||
| 
								 | 
							
								    platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
							 | 
						||
| 
								 | 
							
								    platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								void ImGui_ImplDX12_ShutdownPlatformInterface()
							 | 
						||
| 
								 | 
							
								{
							 | 
						||
| 
								 | 
							
								    ImGui::DestroyPlatformWindows();
							 | 
						||
| 
								 | 
							
								}
							 |