update ImGui to 1.89
commit 8fd0a041355e3cfc6556bbe1e00f262d9a897946 with Furnace patches
This commit is contained in:
parent
f7d2b81e91
commit
a5abe19b2a
68 changed files with 11423 additions and 5480 deletions
160
extern/imgui_patched/backends/imgui_impl_dx12.cpp
vendored
160
extern/imgui_patched/backends/imgui_impl_dx12.cpp
vendored
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@ -3,9 +3,9 @@
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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: Large meshes support (64k+ vertices) with 16-bit indices.
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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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@ -22,7 +22,8 @@
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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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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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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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@ -71,7 +72,7 @@ struct ImGui_ImplDX12_Data
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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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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Buffers used during the rendering of a frame
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@ -113,13 +114,13 @@ struct ImGui_ImplDX12_ViewportData
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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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CommandQueue = nullptr;
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CommandList = nullptr;
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RtvDescHeap = nullptr;
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SwapChain = nullptr;
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Fence = nullptr;
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FenceSignaledValue = 0;
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FenceEvent = NULL;
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FenceEvent = nullptr;
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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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@ -127,36 +128,36 @@ struct ImGui_ImplDX12_ViewportData
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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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FrameCtx[i].CommandAllocator = nullptr;
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FrameCtx[i].RenderTarget = nullptr;
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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].IndexBuffer = nullptr;
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FrameRenderBuffers[i].VertexBuffer = nullptr;
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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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IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
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IM_ASSERT(RtvDescHeap == nullptr);
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IM_ASSERT(SwapChain == nullptr);
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IM_ASSERT(Fence == nullptr);
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IM_ASSERT(FenceEvent == nullptr);
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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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IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
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IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
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}
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delete[] FrameCtx; FrameCtx = NULL;
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delete[] FrameRenderBuffers; FrameRenderBuffers = NULL;
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delete[] FrameCtx; FrameCtx = nullptr;
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delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
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}
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};
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struct VERTEX_CONSTANT_BUFFER
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struct VERTEX_CONSTANT_BUFFER_DX12
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{
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float mvp[4][4];
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};
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@ -172,7 +173,7 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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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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VERTEX_CONSTANT_BUFFER_DX12 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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@ -228,7 +229,7 @@ static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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res = nullptr;
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}
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// Render function
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@ -244,7 +245,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
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if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
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{
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SafeRelease(fr->VertexBuffer);
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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@ -264,10 +265,10 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
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return;
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}
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if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
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if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
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{
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SafeRelease(fr->IndexBuffer);
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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@ -287,7 +288,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
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if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
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return;
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}
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@ -326,7 +327,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != NULL)
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if (pcmd->UserCallback != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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@ -388,9 +389,9 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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ID3D12Resource* pTexture = NULL;
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ID3D12Resource* pTexture = nullptr;
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bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
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UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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UINT uploadSize = height * uploadPitch;
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@ -410,12 +411,12 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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ID3D12Resource* uploadBuffer = NULL;
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ID3D12Resource* uploadBuffer = nullptr;
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HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
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IM_ASSERT(SUCCEEDED(hr));
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void* mapped = NULL;
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void* mapped = nullptr;
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D3D12_RANGE range = { 0, uploadSize };
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hr = uploadBuffer->Map(0, &range, &mapped);
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IM_ASSERT(SUCCEEDED(hr));
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@ -445,31 +446,31 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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ID3D12Fence* fence = NULL;
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ID3D12Fence* fence = nullptr;
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hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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IM_ASSERT(SUCCEEDED(hr));
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HANDLE event = CreateEvent(0, 0, 0, 0);
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IM_ASSERT(event != NULL);
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IM_ASSERT(event != nullptr);
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.NodeMask = 1;
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ID3D12CommandQueue* cmdQueue = NULL;
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ID3D12CommandQueue* cmdQueue = nullptr;
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hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
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IM_ASSERT(SUCCEEDED(hr));
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ID3D12CommandAllocator* cmdAlloc = NULL;
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ID3D12CommandAllocator* cmdAlloc = nullptr;
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hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
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IM_ASSERT(SUCCEEDED(hr));
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ID3D12GraphicsCommandList* cmdList = NULL;
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hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
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ID3D12GraphicsCommandList* cmdList = nullptr;
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hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
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IM_ASSERT(SUCCEEDED(hr));
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cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
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cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
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cmdList->ResourceBarrier(1, &barrier);
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hr = cmdList->Close();
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@ -574,7 +575,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
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// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
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static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
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if (d3d12_dll == NULL)
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if (d3d12_dll == nullptr)
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{
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// Attempt to load d3d12.dll from local directories. This will only succeed if
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// (1) the current OS is Windows 7, and
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@ -582,23 +583,23 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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// See https://github.com/ocornut/imgui/pull/3696 for details.
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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
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for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
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if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
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if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
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break;
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// If failed, we are on Windows >= 10.
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if (d3d12_dll == NULL)
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if (d3d12_dll == nullptr)
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d3d12_dll = ::LoadLibraryA("d3d12.dll");
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if (d3d12_dll == NULL)
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if (d3d12_dll == nullptr)
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return false;
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}
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PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
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if (D3D12SerializeRootSignatureFn == NULL)
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if (D3D12SerializeRootSignatureFn == nullptr)
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return false;
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ID3DBlob* blob = NULL;
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if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
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ID3DBlob* blob = nullptr;
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if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
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return false;
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bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
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@ -607,7 +608,7 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX12 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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@ -655,8 +656,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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return output;\
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}";
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
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return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
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// Create the input layout
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@ -687,10 +688,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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return out_col; \
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}";
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
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{
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vertexShaderBlob->Release();
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return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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}
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psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
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}
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@ -765,14 +766,14 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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SafeRelease(bd->pRootSignature);
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SafeRelease(bd->pPipelineState);
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SafeRelease(bd->pFontTextureResource);
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io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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}
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
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D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
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@ -801,7 +802,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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void ImGui_ImplDX12_Shutdown()
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Manually delete main viewport render resources in-case we haven't initialized for viewports
|
||||
|
|
@ -812,22 +813,23 @@ void ImGui_ImplDX12_Shutdown()
|
|||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
|
||||
IM_DELETE(vd);
|
||||
main_viewport->RendererUserData = NULL;
|
||||
main_viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
// Clean up windows and device objects
|
||||
ImGui_ImplDX12_ShutdownPlatformInterface();
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
|
||||
io.BackendRendererName = NULL;
|
||||
io.BackendRendererUserData = NULL;
|
||||
io.BackendRendererName = nullptr;
|
||||
io.BackendRendererUserData = nullptr;
|
||||
io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
|
||||
IM_DELETE(bd);
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_NewFrame()
|
||||
{
|
||||
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
||||
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
|
||||
|
||||
if (!bd->pPipelineState)
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
|
|
@ -846,7 +848,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
|||
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.
|
||||
// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
|
||||
HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
|
||||
IM_ASSERT(hwnd != 0);
|
||||
|
||||
|
|
@ -869,7 +871,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
|||
}
|
||||
|
||||
// Create command list.
|
||||
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&vd->CommandList));
|
||||
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
|
||||
IM_ASSERT(res == S_OK);
|
||||
vd->CommandList->Close();
|
||||
|
||||
|
|
@ -877,8 +879,8 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
|||
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);
|
||||
vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
|
||||
IM_ASSERT(vd->FenceEvent != nullptr);
|
||||
|
||||
// Create swap chain
|
||||
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
|
||||
|
|
@ -896,18 +898,18 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
|||
sd1.Scaling = DXGI_SCALING_STRETCH;
|
||||
sd1.Stereo = FALSE;
|
||||
|
||||
IDXGIFactory4* dxgi_factory = NULL;
|
||||
IDXGIFactory4* dxgi_factory = nullptr;
|
||||
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);
|
||||
IDXGISwapChain1* swap_chain = nullptr;
|
||||
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
|
||||
IM_ASSERT(res == S_OK);
|
||||
|
||||
dxgi_factory->Release();
|
||||
|
||||
// Or swapChain.As(&mSwapChain)
|
||||
IM_ASSERT(vd->SwapChain == NULL);
|
||||
IM_ASSERT(vd->SwapChain == nullptr);
|
||||
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
|
||||
swap_chain->Release();
|
||||
|
||||
|
|
@ -934,9 +936,9 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
|
|||
ID3D12Resource* back_buffer;
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
IM_ASSERT(vd->FrameCtx[i].RenderTarget == NULL);
|
||||
IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
|
||||
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
||||
bd->pd3dDevice->CreateRenderTargetView(back_buffer, NULL, vd->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
vd->FrameCtx[i].RenderTarget = back_buffer;
|
||||
}
|
||||
}
|
||||
|
|
@ -961,7 +963,7 @@ static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
|
|||
|
||||
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.
|
||||
// The main viewport (owned by the application) will always have RendererUserData == 0 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)
|
||||
{
|
||||
|
|
@ -973,7 +975,7 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
|||
SafeRelease(vd->RtvDescHeap);
|
||||
SafeRelease(vd->Fence);
|
||||
::CloseHandle(vd->FenceEvent);
|
||||
vd->FenceEvent = NULL;
|
||||
vd->FenceEvent = nullptr;
|
||||
|
||||
for (UINT i = 0; i < bd->numFramesInFlight; i++)
|
||||
{
|
||||
|
|
@ -983,7 +985,7 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
|
|||
}
|
||||
IM_DELETE(vd);
|
||||
}
|
||||
viewport->RendererUserData = NULL;
|
||||
viewport->RendererUserData = nullptr;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
||||
|
|
@ -998,12 +1000,12 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
|||
|
||||
if (vd->SwapChain)
|
||||
{
|
||||
ID3D12Resource* back_buffer = NULL;
|
||||
ID3D12Resource* back_buffer = nullptr;
|
||||
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);
|
||||
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
vd->FrameCtx[i].RenderTarget = back_buffer;
|
||||
}
|
||||
}
|
||||
|
|
@ -1030,11 +1032,11 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
|
|||
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
|
||||
|
||||
frame_context->CommandAllocator->Reset();
|
||||
cmd_list->Reset(frame_context->CommandAllocator, NULL);
|
||||
cmd_list->Reset(frame_context->CommandAllocator, nullptr);
|
||||
cmd_list->ResourceBarrier(1, &barrier);
|
||||
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
|
||||
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
|
||||
cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr);
|
||||
cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
|
||||
|
||||
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue