mirror of
https://github.com/ocornut/imgui.git
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Add multi-viewports for DX12. (#2851)
(cherry picked from commit 899e48565d1ecefde06063f99c75e702adcef175)
This commit is contained in:
parent
7feccf9ab2
commit
05c1f2795a
@ -73,7 +73,7 @@ int main(int, char**)
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows (FIXME: Currently broken in DX12 back-end, need some work!)
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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//io.ConfigViewportsNoAutoMerge = true;
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//io.ConfigViewportsNoTaskBarIcon = true;
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@ -92,7 +92,7 @@ int main(int, char**)
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// Setup Platform/Renderer bindings
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
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DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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@ -4,8 +4,8 @@
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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: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Multi-viewport.
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// Missing features, issues:
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// [ ] Renderer: Missing multi-viewport support.
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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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.
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@ -46,6 +46,8 @@ static ID3D12Resource* g_pFontTextureResource = NULL;
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static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
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static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
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static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
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struct FrameResources
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{
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ID3D12Resource* IndexBuffer;
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@ -53,9 +55,80 @@ struct FrameResources
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int IndexBufferSize;
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int VertexBufferSize;
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};
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static FrameResources* g_pFrameResources = NULL;
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static UINT g_numFramesInFlight = 0;
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static UINT g_frameIndex = UINT_MAX;
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struct FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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UINT64 FenceValue;
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ID3D12Resource* RenderTarget;
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
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};
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struct ImGuiViewportDataDx12
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{
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ID3D12CommandQueue* CommandQueue;
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ID3D12GraphicsCommandList* CommandList;
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ID3D12DescriptorHeap* RtvDescHeap;
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IDXGISwapChain3* SwapChain;
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ID3D12Fence* Fence;
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UINT64 FenceSignaledValue;
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HANDLE FenceEvent;
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FrameContext* FrameCtx;
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FrameResources* Resources;
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UINT FrameIndex;
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ImGuiViewportDataDx12()
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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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FenceSignaledValue = 0;
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Fence = NULL;
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FenceEvent = NULL;
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FrameIndex = UINT_MAX;
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FrameCtx = new FrameContext[g_numFramesInFlight];
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Resources = new FrameResources[g_numFramesInFlight];
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for (UINT i = 0; i < g_numFramesInFlight; ++i)
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{
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FrameCtx[i].CommandAllocator = NULL;
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FrameCtx[i].RenderTarget = NULL;
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// Create buffers with a default size (they will later be grown as needed)
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Resources[i].IndexBuffer = NULL;
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Resources[i].VertexBuffer = NULL;
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Resources[i].VertexBufferSize = 5000;
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Resources[i].IndexBufferSize = 10000;
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}
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}
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~ImGuiViewportDataDx12()
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{
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IM_ASSERT(CommandQueue == NULL && CommandList == NULL);
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IM_ASSERT(RtvDescHeap == NULL);
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IM_ASSERT(SwapChain == NULL);
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IM_ASSERT(Fence == NULL);
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IM_ASSERT(FenceEvent == NULL);
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for (UINT i = 0; i < g_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(Resources[i].IndexBuffer == NULL && Resources[i].VertexBuffer == NULL);
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}
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delete[] FrameCtx; FrameCtx = NULL;
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delete[] Resources; Resources = NULL;
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}
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};
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struct VERTEX_CONSTANT_BUFFER
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{
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@ -129,10 +202,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// FIXME: I'm assuming that this only gets called once per frame!
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// 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;
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FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
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ImGuiViewportDataDx12* render_data = (ImGuiViewportDataDx12*)draw_data->OwnerViewport->RendererUserData;
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render_data->FrameIndex++;
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FrameResources* fr = &render_data->Resources[render_data->FrameIndex % g_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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@ -599,15 +671,9 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
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if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
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if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.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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{
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FrameResources* fr = &g_pFrameResources[i];
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if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
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if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
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}
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}
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
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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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// Setup back-end capabilities flags
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@ -620,20 +686,14 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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g_RTVFormat = rtv_format;
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g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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g_pFrameResources = new FrameResources[num_frames_in_flight];
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g_numFramesInFlight = num_frames_in_flight;
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g_frameIndex = UINT_MAX;
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g_pd3dSrvDescHeap = cbv_srv_heap;
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// Create buffers with a default size (they will later be grown as needed)
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for (int i = 0; i < num_frames_in_flight; i++)
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{
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FrameResources* fr = &g_pFrameResources[i];
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fr->IndexBuffer = NULL;
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fr->VertexBuffer = NULL;
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fr->IndexBufferSize = 10000;
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fr->VertexBufferSize = 5000;
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}
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12);
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// Setup back-end capabilities flags
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX12_InitPlatformInterface();
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@ -644,13 +704,17 @@ void ImGui_ImplDX12_Shutdown()
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{
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ImGui_ImplDX12_ShutdownPlatformInterface();
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ImGui_ImplDX12_InvalidateDeviceObjects();
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delete[] g_pFrameResources;
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g_pFrameResources = NULL;
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g_pd3dDevice = NULL;
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g_hFontSrvCpuDescHandle.ptr = 0;
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g_hFontSrvGpuDescHandle.ptr = 0;
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g_numFramesInFlight = 0;
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g_frameIndex = UINT_MAX;
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g_pd3dSrvDescHeap = NULL;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)main_viewport->RendererUserData)
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IM_DELETE(data);
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main_viewport->RendererUserData = NULL;
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}
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void ImGui_ImplDX12_NewFrame()
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@ -665,54 +729,118 @@ void ImGui_ImplDX12_NewFrame()
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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struct ImGuiViewportDataDx12
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{
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IDXGISwapChain3* SwapChain;
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ImGuiViewportDataDx12() { SwapChain = NULL; }
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~ImGuiViewportDataDx12() { IM_ASSERT(SwapChain == NULL); }
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};
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static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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{
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ImGuiViewportDataDx12* data = IM_NEW(ImGuiViewportDataDx12)();
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viewport->RendererUserData = data;
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IM_ASSERT(0);
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/*
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// FIXME-PLATFORM
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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data->FrameIndex = UINT_MAX;
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// Create command queue.
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D3D12_COMMAND_QUEUE_DESC queue_desc = {};
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queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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HRESULT res = S_OK;
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res = g_pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&data->CommandQueue));
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IM_ASSERT(res == S_OK);
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// Create command allocator.
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for (UINT i = 0; i < g_numFramesInFlight; ++i)
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{
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res = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&data->FrameCtx[i].CommandAllocator));
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IM_ASSERT(res == S_OK);
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}
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// Create command list.
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res = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, data->FrameCtx[0].CommandAllocator, NULL, IID_PPV_ARGS(&data->CommandList));
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IM_ASSERT(res == S_OK);
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data->CommandList->Close();
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// Create fence.
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res = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&data->Fence));
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IM_ASSERT(res == S_OK);
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data->FenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
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IM_ASSERT(data->FenceEvent != NULL);
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// Create swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferDesc.Width = (UINT)viewport->Size.x;
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sd.BufferDesc.Height = (UINT)viewport->Size.y;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.BufferCount = 1;
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sd.OutputWindow = hwnd;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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sd.Flags = 0;
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DXGI_SWAP_CHAIN_DESC1 sd1;
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ZeroMemory(&sd1, sizeof(sd1));
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sd1.BufferCount = g_numFramesInFlight;
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sd1.Width = (UINT)viewport->Size.x;
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sd1.Height = (UINT)viewport->Size.y;
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sd1.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd1.SampleDesc.Count = 1;
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sd1.SampleDesc.Quality = 0;
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sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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sd1.Scaling = DXGI_SCALING_STRETCH;
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sd1.Stereo = FALSE;
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IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
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g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
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IM_ASSERT(data->SwapChain == NULL);
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IM_ASSERT(data->FrameCtx[0].RenderTarget == NULL && data->FrameCtx[1].RenderTarget == NULL && data->FrameCtx[2].RenderTarget == NULL);
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// Create the render target
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IDXGIFactory4* dxgi_factory = nullptr;
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res = CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
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IM_ASSERT(res == S_OK);
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IDXGISwapChain1* swap_chain = nullptr;
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res = dxgi_factory->CreateSwapChainForHwnd(data->CommandQueue, hwnd, &sd1, NULL, NULL, &swap_chain);
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IM_ASSERT(res == S_OK);
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dxgi_factory->Release();
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// Or swapChain.As(&mSwapChain)
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swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain));
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// Create the render targets
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if (data->SwapChain)
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{
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ID3D11Texture2D* pBackBuffer;
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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desc.NumDescriptors = g_numFramesInFlight;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 1;
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IM_ASSERT(g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&data->RtvDescHeap)) == S_OK);
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SIZE_T rtv_descriptor_size = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = data->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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{
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data->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
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rtv_handle.ptr += rtv_descriptor_size;
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}
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ID3D12Resource* back_buffer;
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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{
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data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
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g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
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data->FrameCtx[i].RenderTarget = back_buffer;
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}
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}
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*/
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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{
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if (data->Resources[i].IndexBuffer) { data->Resources[i].VertexBuffer->Release(); data->Resources[i].IndexBuffer = NULL; }
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if (data->Resources[i].VertexBuffer) { data->Resources[i].VertexBuffer->Release(); data->Resources[i].VertexBuffer = NULL; }
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}
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}
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template<typename D12Resource>
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void SafeRelease(D12Resource*& 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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}
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static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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@ -720,16 +848,22 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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if (ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData)
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{
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IM_ASSERT(0);
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/*
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if (data->SwapChain)
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data->SwapChain->Release();
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data->SwapChain = NULL;
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if (data->RTView)
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data->RTView->Release();
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data->RTView = NULL;
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SafeRelease(data->CommandQueue);
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SafeRelease(data->CommandList);
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SafeRelease(data->SwapChain);
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SafeRelease(data->RtvDescHeap);
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SafeRelease(data->Fence);
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CloseHandle(data->FenceEvent); data->FenceEvent = NULL;
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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{
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SafeRelease(data->FrameCtx[i].RenderTarget);
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SafeRelease(data->FrameCtx[i].CommandAllocator);
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SafeRelease(data->Resources[i].IndexBuffer);
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SafeRelease(data->Resources[i].VertexBuffer);
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}
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IM_DELETE(data);
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*/
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}
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viewport->RendererUserData = NULL;
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}
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@ -737,51 +871,79 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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{
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ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
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IM_ASSERT(0);
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(void)data; (void)size;
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/*
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if (data->RTView)
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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{
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data->RTView->Release();
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data->RTView = NULL;
|
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SafeRelease(data->FrameCtx[i].RenderTarget);
|
||||
}
|
||||
|
||||
if (data->SwapChain)
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer = NULL;
|
||||
ID3D12Resource* back_buffer = NULL;
|
||||
data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
|
||||
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
|
||||
pBackBuffer->Release();
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
{
|
||||
data->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(back_buffer, NULL, data->FrameCtx[i].RenderTargetCpuDescriptors);
|
||||
data->FrameCtx[i].RenderTarget = back_buffer;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// arg = ID3D12GraphicsCommandList*
|
||||
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void* renderer_arg)
|
||||
static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
|
||||
IM_ASSERT(0);
|
||||
(void)data;
|
||||
|
||||
ID3D12GraphicsCommandList* command_list = (ID3D12GraphicsCommandList*)renderer_arg;
|
||||
|
||||
/*
|
||||
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
|
||||
|
||||
//--
|
||||
FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
|
||||
|
||||
UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex();
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = data->FrameCtx[back_buffer_idx].RenderTarget;
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
|
||||
//-- draw
|
||||
ID3D12GraphicsCommandList* cmd_list = data->CommandList;
|
||||
|
||||
frame_context->CommandAllocator->Reset();
|
||||
cmd_list->Reset(frame_context->CommandAllocator, NULL);
|
||||
cmd_list->ResourceBarrier(1, &barrier);
|
||||
cmd_list->OMSetRenderTargets(1, &data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, NULL);
|
||||
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
|
||||
*/
|
||||
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, command_list);
|
||||
cmd_list->ClearRenderTargetView(data->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, NULL);
|
||||
cmd_list->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
|
||||
|
||||
ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
|
||||
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
||||
cmd_list->ResourceBarrier(1, &barrier);
|
||||
cmd_list->Close();
|
||||
|
||||
//--
|
||||
data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue);
|
||||
//--
|
||||
data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
|
||||
//--
|
||||
data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
{
|
||||
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
|
||||
IM_ASSERT(0);
|
||||
(void)data;
|
||||
/*
|
||||
data->SwapChain->Present(0, 0); // Present without vsync
|
||||
*/
|
||||
|
||||
data->SwapChain->Present(0, 0);
|
||||
|
||||
while (data->Fence->GetCompletedValue() < data->FenceSignaledValue)
|
||||
{
|
||||
SwitchToThread();
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplDX12_InitPlatformInterface()
|
||||
|
@ -4,8 +4,8 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Multi-viewport.
|
||||
// Missing features, issues:
|
||||
// [ ] Renderer: Missing multi-viewport support.
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
@ -16,6 +16,7 @@
|
||||
|
||||
enum DXGI_FORMAT;
|
||||
struct ID3D12Device;
|
||||
struct ID3D12DescriptorHeap;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
@ -24,7 +25,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
|
||||
|
Loading…
Reference in New Issue
Block a user