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// ImGui - standalone example application for DirectX 11
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
# include <imgui.h>
# include "imgui_impl_dx12.h"
# include <d3d12.h>
# include <dxgi1_4.h>
# include <tchar.h>
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# define D3D11_CREATE_DEVICE_DEBUG 2
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struct FrameContext
{
ID3D12CommandAllocator * CommandAllocator ;
UINT64 FenceValue ;
bool FenceSignalled ;
} ;
// Data
static int const NUM_FRAMES_IN_FLIGHT = 3 ;
static FrameContext g_frameContext [ NUM_FRAMES_IN_FLIGHT ] = { } ;
static UINT g_frameIndex = 0 ;
static int const NUM_BACK_BUFFERS = 3 ;
static ID3D12Device * g_pd3dDevice = NULL ;
static ID3D12DescriptorHeap * g_pd3dRtvDescHeap = NULL ;
static ID3D12DescriptorHeap * g_pd3dSrvDescHeap = NULL ;
static ID3D12CommandQueue * g_pd3dCommandQueue = NULL ;
static ID3D12GraphicsCommandList * g_pd3dCommandList = NULL ;
static ID3D12Fence * g_fence = NULL ;
static HANDLE g_fenceEvent = NULL ;
static UINT64 g_fenceLastSignalledValue = 0 ;
static IDXGISwapChain3 * g_pSwapChain = NULL ;
static HANDLE g_hSwapChainWaitableObject = NULL ;
static ID3D12Resource * g_mainRenderTargetResource [ NUM_BACK_BUFFERS ] = { } ;
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor [ NUM_BACK_BUFFERS ] = { } ;
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void CreateRenderTarget ( )
{
DXGI_SWAP_CHAIN_DESC sd ;
g_pSwapChain - > GetDesc ( & sd ) ;
// Create the render target
ID3D12Resource * pBackBuffer ;
D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc ;
ZeroMemory ( & render_target_view_desc , sizeof ( render_target_view_desc ) ) ;
render_target_view_desc . Format = sd . BufferDesc . Format ;
render_target_view_desc . ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D ;
for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; + + i )
{
g_pSwapChain - > GetBuffer ( i , IID_PPV_ARGS ( & pBackBuffer ) ) ;
g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , & render_target_view_desc , g_mainRenderTargetDescriptor [ i ] ) ;
g_mainRenderTargetResource [ i ] = pBackBuffer ;
}
}
void WaitForLastSubmittedFrame ( )
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{
FrameContext * frameCtxt = & g_frameContext [ g_frameIndex % NUM_FRAMES_IN_FLIGHT ] ;
UINT64 fenceValue = frameCtxt - > FenceValue ;
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if ( fenceValue = = 0 )
return ; // no fence was signalled
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frameCtxt - > FenceValue = 0 ;
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if ( g_fence - > GetCompletedValue ( ) > = fenceValue )
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return ;
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g_fence - > SetEventOnCompletion ( fenceValue , g_fenceEvent ) ;
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WaitForSingleObject ( g_fenceEvent , INFINITE ) ;
}
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FrameContext * WaitForNextFrameResources ( )
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{
UINT nextFrameIndex = g_frameIndex + 1 ;
g_frameIndex = nextFrameIndex ;
HANDLE waitableObjects [ ] = {
g_hSwapChainWaitableObject ,
NULL ,
} ;
DWORD numWaitableObjects = 1 ;
FrameContext * frameCtxt = & g_frameContext [ nextFrameIndex % NUM_FRAMES_IN_FLIGHT ] ;
UINT64 fenceValue = frameCtxt - > FenceValue ;
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if ( fenceValue ! = 0 ) // means no fence was signalled
{
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frameCtxt - > FenceValue = 0 ;
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g_fence - > SetEventOnCompletion ( fenceValue , g_fenceEvent ) ;
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waitableObjects [ 1 ] = g_fenceEvent ;
numWaitableObjects = 2 ;
}
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WaitForMultipleObjects ( numWaitableObjects , waitableObjects , TRUE , INFINITE ) ;
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return frameCtxt ;
}
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void ResizeSwapChain ( HWND hWnd , int width , int height )
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{
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DXGI_SWAP_CHAIN_DESC1 sd ;
g_pSwapChain - > GetDesc1 ( & sd ) ;
sd . Width = width ;
sd . Height = height ;
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IDXGIFactory4 * dxgiFactory = nullptr ;
g_pSwapChain - > GetParent ( IID_PPV_ARGS ( & dxgiFactory ) ) ;
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g_pSwapChain - > Release ( ) ;
CloseHandle ( g_hSwapChainWaitableObject ) ;
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IDXGISwapChain1 * swapChain1 = NULL ;
dxgiFactory - > CreateSwapChainForHwnd ( g_pd3dCommandQueue , hWnd , & sd , NULL , NULL , & swapChain1 ) ;
swapChain1 - > QueryInterface ( IID_PPV_ARGS ( & g_pSwapChain ) ) ;
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swapChain1 - > Release ( ) ;
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dxgiFactory - > Release ( ) ;
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g_pSwapChain - > SetMaximumFrameLatency ( NUM_BACK_BUFFERS ) ;
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g_hSwapChainWaitableObject = g_pSwapChain - > GetFrameLatencyWaitableObject ( ) ;
assert ( g_hSwapChainWaitableObject ! = NULL ) ;
}
void CleanupRenderTarget ( )
{
WaitForLastSubmittedFrame ( ) ;
for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; + + i )
if ( g_mainRenderTargetResource [ i ] ) { g_mainRenderTargetResource [ i ] - > Release ( ) ; g_mainRenderTargetResource [ i ] = NULL ; }
}
HRESULT CreateDeviceD3D ( HWND hWnd )
{
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// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd ;
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{
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ZeroMemory ( & sd , sizeof ( sd ) ) ;
sd . BufferCount = NUM_BACK_BUFFERS ;
sd . Width = 0 ;
sd . Height = 0 ;
sd . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
sd . Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT ;
sd . BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT ;
sd . SampleDesc . Count = 1 ;
sd . SampleDesc . Quality = 0 ;
sd . SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD ;
sd . AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED ;
sd . Scaling = DXGI_SCALING_STRETCH ;
sd . Stereo = FALSE ;
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}
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UINT createDeviceFlags = 0 ;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel ;
featureLevel = D3D_FEATURE_LEVEL_11_0 ;
if ( createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG )
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{
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ID3D12Debug * dx12Debug = NULL ;
if ( SUCCEEDED ( D3D12GetDebugInterface ( IID_PPV_ARGS ( & dx12Debug ) ) ) )
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{
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dx12Debug - > EnableDebugLayer ( ) ;
dx12Debug - > Release ( ) ;
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}
}
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if ( D3D12CreateDevice ( NULL , featureLevel , IID_PPV_ARGS ( & g_pd3dDevice ) ) ! = S_OK )
return E_FAIL ;
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{
D3D12_DESCRIPTOR_HEAP_DESC desc = { } ;
desc . Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV ;
desc . NumDescriptors = NUM_BACK_BUFFERS ;
desc . Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE ;
desc . NodeMask = 1 ;
if ( g_pd3dDevice - > CreateDescriptorHeap ( & desc , IID_PPV_ARGS ( & g_pd3dRtvDescHeap ) ) ! = S_OK )
return E_FAIL ;
SIZE_T rtvDescriptorSize = g_pd3dDevice - > GetDescriptorHandleIncrementSize ( D3D12_DESCRIPTOR_HEAP_TYPE_RTV ) ;
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap - > GetCPUDescriptorHandleForHeapStart ( ) ;
for ( UINT i = 0 ; i < NUM_BACK_BUFFERS ; + + i ) {
g_mainRenderTargetDescriptor [ i ] = rtvHandle ;
rtvHandle . ptr + = rtvDescriptorSize ;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = { } ;
desc . Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV ;
desc . NumDescriptors = 1 ;
desc . Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE ;
if ( g_pd3dDevice - > CreateDescriptorHeap ( & desc , IID_PPV_ARGS ( & g_pd3dSrvDescHeap ) ) ! = S_OK )
return E_FAIL ;
}
{
D3D12_COMMAND_QUEUE_DESC desc = { } ;
desc . Type = D3D12_COMMAND_LIST_TYPE_DIRECT ;
desc . Flags = D3D12_COMMAND_QUEUE_FLAG_NONE ;
desc . NodeMask = 1 ;
if ( g_pd3dDevice - > CreateCommandQueue ( & desc , IID_PPV_ARGS ( & g_pd3dCommandQueue ) ) ! = S_OK )
return E_FAIL ;
}
for ( UINT i = 0 ; i < NUM_FRAMES_IN_FLIGHT ; + + i )
{
if ( g_pd3dDevice - > CreateCommandAllocator ( D3D12_COMMAND_LIST_TYPE_DIRECT , IID_PPV_ARGS ( & g_frameContext [ i ] . CommandAllocator ) ) ! = S_OK )
return E_FAIL ;
}
if ( g_pd3dDevice - > CreateCommandList ( 0 , D3D12_COMMAND_LIST_TYPE_DIRECT , g_frameContext [ 0 ] . CommandAllocator , NULL , IID_PPV_ARGS ( & g_pd3dCommandList ) ) ! = S_OK | |
g_pd3dCommandList - > Close ( ) ! = S_OK )
return E_FAIL ;
if ( g_pd3dDevice - > CreateFence ( 0 , D3D12_FENCE_FLAG_NONE , IID_PPV_ARGS ( & g_fence ) ) ! = S_OK )
return E_FAIL ;
g_fenceEvent = CreateEvent ( NULL , FALSE , FALSE , NULL ) ;
if ( g_fenceEvent = = NULL )
return E_FAIL ;
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{
IDXGIFactory4 * dxgiFactory = NULL ;
IDXGISwapChain1 * swapChain1 = NULL ;
if ( CreateDXGIFactory1 ( IID_PPV_ARGS ( & dxgiFactory ) ) ! = S_OK | |
dxgiFactory - > CreateSwapChainForHwnd ( g_pd3dCommandQueue , hWnd , & sd , NULL , NULL , & swapChain1 ) ! = S_OK | |
swapChain1 - > QueryInterface ( IID_PPV_ARGS ( & g_pSwapChain ) ) ! = S_OK )
return E_FAIL ;
swapChain1 - > Release ( ) ;
dxgiFactory - > Release ( ) ;
g_pSwapChain - > SetMaximumFrameLatency ( NUM_BACK_BUFFERS ) ;
g_hSwapChainWaitableObject = g_pSwapChain - > GetFrameLatencyWaitableObject ( ) ;
}
CreateRenderTarget ( ) ;
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return S_OK ;
}
void CleanupDeviceD3D ( )
{
CleanupRenderTarget ( ) ;
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if ( g_pSwapChain ) { g_pSwapChain - > Release ( ) ; g_pSwapChain = NULL ; }
if ( g_hSwapChainWaitableObject ! = NULL ) { CloseHandle ( g_hSwapChainWaitableObject ) ; }
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for ( UINT i = 0 ; i < NUM_FRAMES_IN_FLIGHT ; + + i )
if ( g_frameContext [ i ] . CommandAllocator ) { g_frameContext [ i ] . CommandAllocator - > Release ( ) ; g_frameContext [ i ] . CommandAllocator = NULL ; }
if ( g_pd3dCommandQueue ) { g_pd3dCommandQueue - > Release ( ) ; g_pd3dCommandQueue = NULL ; }
if ( g_pd3dCommandList ) { g_pd3dCommandList - > Release ( ) ; g_pd3dCommandList = NULL ; }
if ( g_pd3dRtvDescHeap ) { g_pd3dRtvDescHeap - > Release ( ) ; g_pd3dRtvDescHeap = NULL ; }
if ( g_pd3dSrvDescHeap ) { g_pd3dSrvDescHeap - > Release ( ) ; g_pd3dSrvDescHeap = NULL ; }
if ( g_fence ) { g_fence - > Release ( ) ; g_fence = NULL ; }
if ( g_fenceEvent ) { CloseHandle ( g_fenceEvent ) ; g_fenceEvent = NULL ; }
if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = NULL ; }
}
extern LRESULT ImGui_ImplDX12_WndProcHandler ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam ) ;
LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( ImGui_ImplDX12_WndProcHandler ( hWnd , msg , wParam , lParam ) )
return true ;
switch ( msg )
{
case WM_SIZE :
if ( g_pd3dDevice ! = NULL & & wParam ! = SIZE_MINIMIZED )
{
ImGui_ImplDX12_InvalidateDeviceObjects ( ) ;
CleanupRenderTarget ( ) ;
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ResizeSwapChain ( hWnd , ( UINT ) LOWORD ( lParam ) , ( UINT ) HIWORD ( lParam ) ) ;
CreateRenderTarget ( ) ;
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ImGui_ImplDX12_CreateDeviceObjects ( ) ;
}
return 0 ;
case WM_SYSCOMMAND :
if ( ( wParam & 0xfff0 ) = = SC_KEYMENU ) // Disable ALT application menu
return 0 ;
break ;
case WM_DESTROY :
PostQuitMessage ( 0 ) ;
return 0 ;
}
return DefWindowProc ( hWnd , msg , wParam , lParam ) ;
}
int main ( int , char * * )
{
// Create application window
WNDCLASSEX wc = { sizeof ( WNDCLASSEX ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , LoadCursor ( NULL , IDC_ARROW ) , NULL , NULL , _T ( " ImGui Example " ) , NULL } ;
RegisterClassEx ( & wc ) ;
HWND hwnd = CreateWindow ( _T ( " ImGui Example " ) , _T ( " ImGui DirectX12 Example " ) , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , NULL , NULL , wc . hInstance , NULL ) ;
// Initialize Direct3D
if ( CreateDeviceD3D ( hwnd ) < 0 )
{
CleanupDeviceD3D ( ) ;
UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
return 1 ;
}
// Show the window
ShowWindow ( hwnd , SW_SHOWDEFAULT ) ;
UpdateWindow ( hwnd ) ;
// Setup ImGui binding
ImGui_ImplDX12_Init ( hwnd , NUM_FRAMES_IN_FLIGHT , g_pd3dDevice , g_pd3dCommandList ,
g_pd3dSrvDescHeap - > GetCPUDescriptorHandleForHeapStart ( ) ,
g_pd3dSrvDescHeap - > GetGPUDescriptorHandleForHeapStart ( ) ) ;
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true ;
bool show_another_window = false ;
ImVec4 clear_col = ImColor ( 114 , 144 , 154 ) ;
// Main loop
MSG msg ;
ZeroMemory ( & msg , sizeof ( msg ) ) ;
while ( msg . message ! = WM_QUIT )
{
if ( PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
{
TranslateMessage ( & msg ) ;
DispatchMessage ( & msg ) ;
continue ;
}
ImGui_ImplDX12_NewFrame ( ) ;
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f = 0.0f ;
ImGui : : Text ( " Hello, world! " ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ;
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_col ) ;
if ( ImGui : : Button ( " Test Window " ) ) show_test_window ^ = 1 ;
if ( ImGui : : Button ( " Another Window " ) ) show_another_window ^ = 1 ;
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window ) ;
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ImGui : : Text ( " Hello from another window! " ) ;
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ImGui : : End ( ) ;
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if ( show_test_window )
{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiCond_FirstUseEver ) ; // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui : : ShowTestWindow ( & show_test_window ) ;
}
// Rendering
FrameContext * frameCtxt = WaitForNextFrameResources ( ) ;
UINT backBufferIdx = g_pSwapChain - > GetCurrentBackBufferIndex ( ) ;
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frameCtxt - > CommandAllocator - > Reset ( ) ;
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D3D12_RESOURCE_BARRIER barrier = { } ;
barrier . Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION ;
barrier . Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE ;
barrier . Transition . pResource = g_mainRenderTargetResource [ backBufferIdx ] ;
barrier . Transition . Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES ;
barrier . Transition . StateBefore = D3D12_RESOURCE_STATE_PRESENT ;
barrier . Transition . StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET ;
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g_pd3dCommandList - > Reset ( frameCtxt - > CommandAllocator , NULL ) ;
g_pd3dCommandList - > ResourceBarrier ( 1 , & barrier ) ;
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g_pd3dCommandList - > ClearRenderTargetView ( g_mainRenderTargetDescriptor [ backBufferIdx ] , ( float * ) & clear_col , 0 , NULL ) ;
g_pd3dCommandList - > OMSetRenderTargets ( 1 , & g_mainRenderTargetDescriptor [ backBufferIdx ] , FALSE , NULL ) ;
g_pd3dCommandList - > SetDescriptorHeaps ( 1 , & g_pd3dSrvDescHeap ) ;
ImGui : : Render ( ) ;
barrier . Transition . StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET ;
barrier . Transition . StateAfter = D3D12_RESOURCE_STATE_PRESENT ;
g_pd3dCommandList - > ResourceBarrier ( 1 , & barrier ) ;
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g_pd3dCommandList - > Close ( ) ;
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g_pd3dCommandQueue - > ExecuteCommandLists ( 1 , ( ID3D12CommandList * const * ) & g_pd3dCommandList ) ;
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g_pSwapChain - > Present ( 1 , 0 ) ; // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
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auto fenceValue = g_fenceLastSignalledValue + 1 ;
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g_pd3dCommandQueue - > Signal ( g_fence , fenceValue ) ;
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g_fenceLastSignalledValue = fenceValue ;
frameCtxt - > FenceValue = fenceValue ;
}
ImGui_ImplDX12_Shutdown ( ) ;
CleanupDeviceD3D ( ) ;
UnregisterClass ( _T ( " ImGui Example " ) , wc . hInstance ) ;
return 0 ;
}