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// ImGui Win32 + DirectX12 binding
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// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
// Implemented features:
// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
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// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
# include "imgui.h"
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# include "imgui_impl_dx12.h"
// DirectX
# include <d3d12.h>
# include <d3dcompiler.h>
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// Win32 data
static HWND g_hWnd = 0 ;
static INT64 g_Time = 0 ;
static INT64 g_TicksPerSecond = 0 ;
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT ;
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// DirectX data
static ID3D12Device * g_pd3dDevice = NULL ;
static ID3D12GraphicsCommandList * g_pd3dCommandList = NULL ;
static ID3D10Blob * g_pVertexShaderBlob = NULL ;
static ID3D10Blob * g_pPixelShaderBlob = NULL ;
static ID3D12RootSignature * g_pRootSignature = NULL ;
static ID3D12PipelineState * g_pPipelineState = NULL ;
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN ;
static ID3D12Resource * g_pFontTextureResource = NULL ;
static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = { } ;
static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = { } ;
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struct FrameResources
{
ID3D12Resource * IB ;
ID3D12Resource * VB ;
int VertexBufferSize ;
int IndexBufferSize ;
} ;
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static FrameResources * g_pFrameResources = NULL ;
static UINT g_numFramesInFlight = 0 ;
static UINT g_frameIndex = UINT_MAX ;
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struct VERTEX_CONSTANT_BUFFER
{
float mvp [ 4 ] [ 4 ] ;
} ;
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// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX12_RenderDrawData ( ImDrawData * draw_data )
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{
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// NOTE: I'm assuming that this only get's called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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g_frameIndex = g_frameIndex + 1 ;
FrameResources * frameResources = & g_pFrameResources [ g_frameIndex % g_numFramesInFlight ] ;
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ID3D12Resource * g_pVB = frameResources - > VB ;
ID3D12Resource * g_pIB = frameResources - > IB ;
int g_VertexBufferSize = frameResources - > VertexBufferSize ;
int g_IndexBufferSize = frameResources - > IndexBufferSize ;
ID3D12GraphicsCommandList * ctx = g_pd3dCommandList ;
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// Create and grow vertex/index buffers if needed
if ( ! g_pVB | | g_VertexBufferSize < draw_data - > TotalVtxCount )
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{
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if ( g_pVB ) { g_pVB - > Release ( ) ; g_pVB = NULL ; }
g_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 = g_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 ( g_pd3dDevice - > CreateCommittedResource ( & props , D3D12_HEAP_FLAG_NONE ,
& desc , D3D12_RESOURCE_STATE_GENERIC_READ , NULL , IID_PPV_ARGS ( & g_pVB ) ) < 0 )
return ;
frameResources - > VB = g_pVB ;
frameResources - > VertexBufferSize = g_VertexBufferSize ;
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}
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if ( ! g_pIB | | g_IndexBufferSize < draw_data - > TotalIdxCount )
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{
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if ( g_pIB ) { g_pIB - > Release ( ) ; g_pIB = NULL ; }
g_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 = g_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 ( g_pd3dDevice - > CreateCommittedResource ( & props , D3D12_HEAP_FLAG_NONE ,
& desc , D3D12_RESOURCE_STATE_GENERIC_READ , NULL , IID_PPV_ARGS ( & g_pIB ) ) < 0 )
return ;
frameResources - > IB = g_pIB ;
frameResources - > IndexBufferSize = g_IndexBufferSize ;
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}
// Copy and convert all vertices into a single contiguous buffer
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void * vtx_resource , * idx_resource ;
D3D12_RANGE range ;
memset ( & range , 0 , sizeof ( D3D12_RANGE ) ) ;
if ( g_pVB - > Map ( 0 , & range , & vtx_resource ) ! = S_OK )
return ;
if ( g_pIB - > Map ( 0 , & range , & idx_resource ) ! = S_OK )
return ;
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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 ] ;
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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 ;
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}
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g_pVB - > Unmap ( 0 , & range ) ;
g_pIB - > Unmap ( 0 , & range ) ;
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// Setup orthographic projection matrix into our constant buffer
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VERTEX_CONSTANT_BUFFER vertex_constant_buffer ;
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{
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VERTEX_CONSTANT_BUFFER * constant_buffer = & vertex_constant_buffer ;
float L = 0.0f ;
float R = ImGui : : GetIO ( ) . DisplaySize . x ;
float B = ImGui : : GetIO ( ) . DisplaySize . y ;
float T = 0.0f ;
float mvp [ 4 ] [ 4 ] =
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{
{ 2.0f / ( R - L ) , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / ( T - B ) , 0.0f , 0.0f } ,
{ 0.0f , 0.0f , 0.5f , 0.0f } ,
{ ( R + L ) / ( L - R ) , ( T + B ) / ( B - T ) , 0.5f , 1.0f } ,
} ;
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memcpy ( & constant_buffer - > mvp , mvp , sizeof ( mvp ) ) ;
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}
// Setup viewport
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D3D12_VIEWPORT vp ;
memset ( & vp , 0 , sizeof ( D3D12_VIEWPORT ) ) ;
vp . Width = ImGui : : GetIO ( ) . DisplaySize . x ;
vp . Height = ImGui : : GetIO ( ) . DisplaySize . y ;
vp . MinDepth = 0.0f ;
vp . MaxDepth = 1.0f ;
vp . TopLeftX = vp . TopLeftY = 0.0f ;
ctx - > RSSetViewports ( 1 , & vp ) ;
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// Bind shader and vertex buffers
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unsigned int stride = sizeof ( ImDrawVert ) ;
unsigned int offset = 0 ;
D3D12_VERTEX_BUFFER_VIEW vbv ;
memset ( & vbv , 0 , sizeof ( D3D12_VERTEX_BUFFER_VIEW ) ) ;
vbv . BufferLocation = g_pVB - > GetGPUVirtualAddress ( ) + offset ;
vbv . SizeInBytes = g_VertexBufferSize * stride ;
vbv . StrideInBytes = stride ;
ctx - > IASetVertexBuffers ( 0 , 1 , & vbv ) ;
D3D12_INDEX_BUFFER_VIEW ibv ;
memset ( & ibv , 0 , sizeof ( D3D12_INDEX_BUFFER_VIEW ) ) ;
ibv . BufferLocation = g_pIB - > GetGPUVirtualAddress ( ) ;
ibv . SizeInBytes = g_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 ) ;
ctx - > IASetPrimitiveTopology ( D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST ) ;
ctx - > SetPipelineState ( g_pPipelineState ) ;
ctx - > SetGraphicsRootSignature ( g_pRootSignature ) ;
ctx - > SetGraphicsRoot32BitConstants ( 0 , 16 , & vertex_constant_buffer , 0 ) ;
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// Setup render state
const float blend_factor [ 4 ] = { 0.f , 0.f , 0.f , 0.f } ;
ctx - > OMSetBlendFactor ( blend_factor ) ;
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// Render command lists
int vtx_offset = 0 ;
int idx_offset = 0 ;
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
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{
const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
if ( pcmd - > UserCallback )
{
pcmd - > UserCallback ( cmd_list , pcmd ) ;
}
else
{
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const D3D12_RECT r = { ( LONG ) pcmd - > ClipRect . x , ( LONG ) pcmd - > ClipRect . y , ( LONG ) pcmd - > ClipRect . z , ( LONG ) pcmd - > ClipRect . w } ;
ctx - > SetGraphicsRootDescriptorTable ( 1 , * ( D3D12_GPU_DESCRIPTOR_HANDLE * ) & pcmd - > TextureId ) ;
ctx - > RSSetScissorRects ( 1 , & r ) ;
ctx - > DrawIndexedInstanced ( pcmd - > ElemCount , 1 , idx_offset , vtx_offset , 0 ) ;
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}
idx_offset + = pcmd - > ElemCount ;
}
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vtx_offset + = cmd_list - > VtxBuffer . Size ;
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}
}
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static void ImGui_ImplWin32_UpdateMouseCursor ( )
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{
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ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGuiMouseCursor imgui_cursor = io . MouseDrawCursor ? ImGuiMouseCursor_None : ImGui : : GetMouseCursor ( ) ;
if ( imgui_cursor = = ImGuiMouseCursor_None )
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
: : SetCursor ( NULL ) ;
}
else
{
// Hardware cursor type
LPTSTR win32_cursor = IDC_ARROW ;
switch ( imgui_cursor )
{
case ImGuiMouseCursor_Arrow : win32_cursor = IDC_ARROW ; break ;
case ImGuiMouseCursor_TextInput : win32_cursor = IDC_IBEAM ; break ;
case ImGuiMouseCursor_ResizeAll : win32_cursor = IDC_SIZEALL ; break ;
case ImGuiMouseCursor_ResizeEW : win32_cursor = IDC_SIZEWE ; break ;
case ImGuiMouseCursor_ResizeNS : win32_cursor = IDC_SIZENS ; break ;
case ImGuiMouseCursor_ResizeNESW : win32_cursor = IDC_SIZENESW ; break ;
case ImGuiMouseCursor_ResizeNWSE : win32_cursor = IDC_SIZENWSE ; break ;
}
: : SetCursor ( : : LoadCursor ( NULL , win32_cursor ) ) ;
}
}
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler ( HWND hwnd , UINT msg , WPARAM wParam , LPARAM lParam )
{
if ( ImGui : : GetCurrentContext ( ) = = NULL )
return 0 ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
switch ( msg )
{
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case WM_LBUTTONDOWN : case WM_LBUTTONDBLCLK :
case WM_RBUTTONDOWN : case WM_RBUTTONDBLCLK :
case WM_MBUTTONDOWN : case WM_MBUTTONDBLCLK :
{
int button = 0 ;
if ( msg = = WM_LBUTTONDOWN | | msg = = WM_LBUTTONDBLCLK ) button = 0 ;
if ( msg = = WM_RBUTTONDOWN | | msg = = WM_RBUTTONDBLCLK ) button = 1 ;
if ( msg = = WM_MBUTTONDOWN | | msg = = WM_MBUTTONDBLCLK ) button = 2 ;
if ( ! ImGui : : IsAnyMouseDown ( ) & & : : GetCapture ( ) = = NULL )
: : SetCapture ( hwnd ) ;
io . MouseDown [ button ] = true ;
return 0 ;
}
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case WM_LBUTTONUP :
case WM_RBUTTONUP :
case WM_MBUTTONUP :
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{
int button = 0 ;
if ( msg = = WM_LBUTTONUP ) button = 0 ;
if ( msg = = WM_RBUTTONUP ) button = 1 ;
if ( msg = = WM_MBUTTONUP ) button = 2 ;
io . MouseDown [ button ] = false ;
if ( ! ImGui : : IsAnyMouseDown ( ) & & : : GetCapture ( ) = = hwnd )
: : ReleaseCapture ( ) ;
return 0 ;
}
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case WM_MOUSEWHEEL :
io . MouseWheel + = GET_WHEEL_DELTA_WPARAM ( wParam ) > 0 ? + 1.0f : - 1.0f ;
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return 0 ;
case WM_MOUSEHWHEEL :
io . MouseWheelH + = GET_WHEEL_DELTA_WPARAM ( wParam ) > 0 ? + 1.0f : - 1.0f ;
return 0 ;
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case WM_MOUSEMOVE :
io . MousePos . x = ( signed short ) ( lParam ) ;
io . MousePos . y = ( signed short ) ( lParam > > 16 ) ;
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return 0 ;
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case WM_KEYDOWN :
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case WM_SYSKEYDOWN :
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if ( wParam < 256 )
io . KeysDown [ wParam ] = 1 ;
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return 0 ;
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case WM_KEYUP :
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case WM_SYSKEYUP :
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if ( wParam < 256 )
io . KeysDown [ wParam ] = 0 ;
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return 0 ;
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case WM_CHAR :
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if ( wParam > 0 & & wParam < 0x10000 )
io . AddInputCharacter ( ( unsigned short ) wParam ) ;
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return 0 ;
case WM_SETCURSOR :
if ( LOWORD ( lParam ) = = HTCLIENT )
{
ImGui_ImplWin32_UpdateMouseCursor ( ) ;
return 1 ;
}
return 0 ;
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}
return 0 ;
}
static void ImGui_ImplDX12_CreateFontsTexture ( )
{
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ;
// Upload texture to graphics system
{
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D3D12_HEAP_PROPERTIES props ;
memset ( & props , 0 , sizeof ( D3D12_HEAP_PROPERTIES ) ) ;
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props . Type = D3D12_HEAP_TYPE_DEFAULT ;
props . CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN ;
props . MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN ;
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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 ;
g_pd3dDevice - > CreateCommittedResource ( & props , D3D12_HEAP_FLAG_NONE , & desc ,
D3D12_RESOURCE_STATE_COPY_DEST , NULL , IID_PPV_ARGS ( & pTexture ) ) ;
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UINT uploadPitch = ( width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u ) & ~ ( D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u ) ;
UINT uploadSize = height * uploadPitch ;
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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 ;
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props . Type = D3D12_HEAP_TYPE_UPLOAD ;
props . CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN ;
props . MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN ;
ID3D12Resource * uploadBuffer = NULL ;
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HRESULT hr = g_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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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
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void * mapped = NULL ;
D3D12_RANGE range = { 0 , uploadSize } ;
hr = uploadBuffer - > Map ( 0 , & range , & mapped ) ;
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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
for ( int y = 0 ; y < height ; y + + )
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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 = { } ;
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dstLocation . pResource = pTexture ;
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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 ;
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barrier . Transition . pResource = pTexture ;
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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 = g_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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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 = g_pd3dDevice - > CreateCommandQueue ( & queueDesc , IID_PPV_ARGS ( & cmdQueue ) ) ;
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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
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ID3D12CommandAllocator * cmdAlloc = NULL ;
hr = g_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 ;
hr = g_pd3dDevice - > CreateCommandList ( 0 , D3D12_COMMAND_LIST_TYPE_DIRECT , cmdAlloc , NULL , IID_PPV_ARGS ( & cmdList ) ) ;
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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
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cmdList - > CopyTextureRegion ( & dstLocation , 0 , 0 , 0 , & srcLocation , NULL ) ;
cmdList - > ResourceBarrier ( 1 , & barrier ) ;
hr = cmdList - > Close ( ) ;
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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
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cmdQueue - > ExecuteCommandLists ( 1 , ( ID3D12CommandList * const * ) & cmdList ) ;
hr = cmdQueue - > Signal ( fence , 1 ) ;
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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
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fence - > SetEventOnCompletion ( 1 , event ) ;
WaitForSingleObject ( event , INFINITE ) ;
cmdList - > Release ( ) ;
cmdAlloc - > Release ( ) ;
cmdQueue - > Release ( ) ;
CloseHandle ( event ) ;
fence - > Release ( ) ;
uploadBuffer - > Release ( ) ;
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// 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 ;
g_pd3dDevice - > CreateShaderResourceView ( pTexture , & srvDesc , g_hFontSrvCpuDescHandle ) ;
if ( g_pFontTextureResource ! = NULL )
g_pFontTextureResource - > Release ( ) ;
g_pFontTextureResource = pTexture ;
}
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// Store our identifier
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static_assert ( sizeof ( ImTextureID ) > = sizeof ( g_hFontSrvGpuDescHandle . ptr ) , " Can't pack descriptor handle into TexID " ) ;
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io . Fonts - > TexID = ( void * ) g_hFontSrvGpuDescHandle . ptr ;
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}
bool ImGui_ImplDX12_CreateDeviceObjects ( )
{
if ( ! g_pd3dDevice )
return false ;
if ( g_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 ;
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 ;
ID3DBlob * blob = NULL ;
if ( D3D12SerializeRootSignature ( & desc , D3D_ROOT_SIGNATURE_VERSION_1 , & blob , NULL ) ! = S_OK )
return false ;
g_pd3dDevice - > CreateRootSignature ( 0 , blob - > GetBufferPointer ( ) , blob - > GetBufferSize ( ) , IID_PPV_ARGS ( & g_pRootSignature ) ) ;
blob - > Release ( ) ;
}
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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)
// 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 = g_pRootSignature ;
psoDesc . SampleMask = UINT_MAX ;
psoDesc . NumRenderTargets = 1 ;
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psoDesc . RTVFormats [ 0 ] = g_RTVFormat ;
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psoDesc . SampleDesc . Count = 1 ;
psoDesc . Flags = D3D12_PIPELINE_STATE_FLAG_NONE ;
// Create the vertex shader
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{
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static const char * vertexShader =
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" 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 ; \
} " ;
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D3DCompile ( vertexShader , strlen ( vertexShader ) , NULL , NULL , NULL , " main " , " vs_5_0 " , 0 , 0 , & g_pVertexShaderBlob , NULL ) ;
if ( g_pVertexShaderBlob = = NULL ) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false ;
psoDesc . VS = { g_pVertexShaderBlob - > GetBufferPointer ( ) , g_pVertexShaderBlob - > GetBufferSize ( ) } ;
// Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout [ ] = {
{ " POSITION " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > pos ) , D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA , 0 } ,
{ " TEXCOORD " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > uv ) , D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA , 0 } ,
{ " COLOR " , 0 , DXGI_FORMAT_R8G8B8A8_UNORM , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > col ) , D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA , 0 } ,
} ;
psoDesc . InputLayout = { local_layout , 3 } ;
}
// Create the pixel shader
{
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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 ; \
} " ;
D3DCompile ( pixelShader , strlen ( pixelShader ) , NULL , NULL , NULL , " main " , " ps_5_0 " , 0 , 0 , & g_pPixelShaderBlob , NULL ) ;
if ( g_pPixelShaderBlob = = NULL ) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false ;
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psoDesc . PS = { g_pPixelShaderBlob - > GetBufferPointer ( ) , g_pPixelShaderBlob - > GetBufferSize ( ) } ;
}
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// 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_INV_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . DestBlendAlpha = D3D12_BLEND_ZERO ;
desc . RenderTarget [ 0 ] . BlendOpAlpha = D3D12_BLEND_OP_ADD ;
desc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL ;
}
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// 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 ;
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}
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if ( g_pd3dDevice - > CreateGraphicsPipelineState ( & psoDesc , IID_PPV_ARGS ( & g_pPipelineState ) ) ! = S_OK )
return false ;
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ImGui_ImplDX12_CreateFontsTexture ( ) ;
return true ;
}
void ImGui_ImplDX12_InvalidateDeviceObjects ( )
{
if ( ! g_pd3dDevice )
return ;
if ( g_pVertexShaderBlob ) { g_pVertexShaderBlob - > Release ( ) ; g_pVertexShaderBlob = NULL ; }
if ( g_pPixelShaderBlob ) { g_pPixelShaderBlob - > Release ( ) ; g_pPixelShaderBlob = NULL ; }
if ( g_pRootSignature ) { g_pRootSignature - > Release ( ) ; g_pRootSignature = NULL ; }
if ( g_pPipelineState ) { g_pPipelineState - > Release ( ) ; g_pPipelineState = NULL ; }
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if ( g_pFontTextureResource ) { g_pFontTextureResource - > Release ( ) ; g_pFontTextureResource = NULL ; ImGui : : GetIO ( ) . Fonts - > TexID = NULL ; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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for ( UINT i = 0 ; i < g_numFramesInFlight ; i + + )
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{
if ( g_pFrameResources [ i ] . IB ) { g_pFrameResources [ i ] . IB - > Release ( ) ; g_pFrameResources [ i ] . IB = NULL ; }
if ( g_pFrameResources [ i ] . VB ) { g_pFrameResources [ i ] . VB - > Release ( ) ; g_pFrameResources [ i ] . VB = NULL ; }
}
}
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bool ImGui_ImplDX12_Init ( void * hwnd , int num_frames_in_flight ,
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ID3D12Device * device ,
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DXGI_FORMAT rtv_format ,
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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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{
g_hWnd = ( HWND ) hwnd ;
g_pd3dDevice = device ;
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g_RTVFormat = rtv_format ;
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g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle ;
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle ;
g_pFrameResources = new FrameResources [ num_frames_in_flight ] ;
g_numFramesInFlight = num_frames_in_flight ;
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g_frameIndex = UINT_MAX ;
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for ( int i = 0 ; i < num_frames_in_flight ; i + + )
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{
g_pFrameResources [ i ] . IB = NULL ;
g_pFrameResources [ i ] . VB = NULL ;
g_pFrameResources [ i ] . VertexBufferSize = 5000 ;
g_pFrameResources [ i ] . IndexBufferSize = 10000 ;
}
if ( ! QueryPerformanceFrequency ( ( LARGE_INTEGER * ) & g_TicksPerSecond ) )
return false ;
if ( ! QueryPerformanceCounter ( ( LARGE_INTEGER * ) & g_Time ) )
return false ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . KeyMap [ ImGuiKey_Tab ] = VK_TAB ; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io . KeyMap [ ImGuiKey_LeftArrow ] = VK_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = VK_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = VK_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = VK_DOWN ;
io . KeyMap [ ImGuiKey_PageUp ] = VK_PRIOR ;
io . KeyMap [ ImGuiKey_PageDown ] = VK_NEXT ;
io . KeyMap [ ImGuiKey_Home ] = VK_HOME ;
io . KeyMap [ ImGuiKey_End ] = VK_END ;
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io . KeyMap [ ImGuiKey_Insert ] = VK_INSERT ;
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io . KeyMap [ ImGuiKey_Delete ] = VK_DELETE ;
io . KeyMap [ ImGuiKey_Backspace ] = VK_BACK ;
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io . KeyMap [ ImGuiKey_Space ] = VK_SPACE ;
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io . KeyMap [ ImGuiKey_Enter ] = VK_RETURN ;
io . KeyMap [ ImGuiKey_Escape ] = VK_ESCAPE ;
io . KeyMap [ ImGuiKey_A ] = ' A ' ;
io . KeyMap [ ImGuiKey_C ] = ' C ' ;
io . KeyMap [ ImGuiKey_V ] = ' V ' ;
io . KeyMap [ ImGuiKey_X ] = ' X ' ;
io . KeyMap [ ImGuiKey_Y ] = ' Y ' ;
io . KeyMap [ ImGuiKey_Z ] = ' Z ' ;
io . ImeWindowHandle = g_hWnd ;
return true ;
}
void ImGui_ImplDX12_Shutdown ( )
{
ImGui_ImplDX12_InvalidateDeviceObjects ( ) ;
delete [ ] g_pFrameResources ;
g_pd3dDevice = NULL ;
g_hWnd = ( HWND ) 0 ;
g_pd3dCommandList = NULL ;
g_hFontSrvCpuDescHandle . ptr = 0 ;
g_hFontSrvGpuDescHandle . ptr = 0 ;
g_pFrameResources = NULL ;
g_numFramesInFlight = 0 ;
g_frameIndex = UINT_MAX ;
}
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void ImGui_ImplDX12_NewFrame ( ID3D12GraphicsCommandList * command_list )
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{
if ( ! g_pPipelineState )
ImGui_ImplDX12_CreateDeviceObjects ( ) ;
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g_pd3dCommandList = command_list ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
// Setup display size (every frame to accommodate for window resizing)
RECT rect ;
GetClientRect ( g_hWnd , & rect ) ;
io . DisplaySize = ImVec2 ( ( float ) ( rect . right - rect . left ) , ( float ) ( rect . bottom - rect . top ) ) ;
// Setup time step
INT64 current_time ;
QueryPerformanceCounter ( ( LARGE_INTEGER * ) & current_time ) ;
io . DeltaTime = ( float ) ( current_time - g_Time ) / g_TicksPerSecond ;
g_Time = current_time ;
// Read keyboard modifiers inputs
io . KeyCtrl = ( GetKeyState ( VK_CONTROL ) & 0x8000 ) ! = 0 ;
io . KeyShift = ( GetKeyState ( VK_SHIFT ) & 0x8000 ) ! = 0 ;
io . KeyAlt = ( GetKeyState ( VK_MENU ) & 0x8000 ) ! = 0 ;
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io . KeySuper = false ;
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// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
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// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if ( io . WantMoveMouse )
{
POINT pos = { ( int ) io . MousePos . x , ( int ) io . MousePos . y } ;
ClientToScreen ( g_hWnd , & pos ) ;
SetCursorPos ( pos . x , pos . y ) ;
}
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// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io . MouseDrawCursor ? ImGuiMouseCursor_None : ImGui : : GetMouseCursor ( ) ;
if ( g_LastMouseCursor ! = mouse_cursor )
{
g_LastMouseCursor = mouse_cursor ;
ImGui_ImplWin32_UpdateMouseCursor ( ) ;
}
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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ImGui : : NewFrame ( ) ;
}