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Backends: DX12: tidying up, added a ImGui_ImplDX12_Texture helper struct.
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@ -55,8 +55,16 @@
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX data
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// DirectX12 data
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struct ImGui_ImplDX12_RenderBuffers;
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struct ImGui_ImplDX12_Texture
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{
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ID3D12Resource* pTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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};
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struct ImGui_ImplDX12_Data
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{
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ImGui_ImplDX12_InitInfo InitInfo;
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@ -64,9 +72,7 @@ struct ImGui_ImplDX12_Data
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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DXGI_FORMAT RTVFormat;
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ID3D12Resource* pFontTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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ImGui_ImplDX12_Texture FontTexture;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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@ -316,6 +322,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
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{
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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@ -446,13 +453,13 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
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SafeRelease(bd->pFontTextureResource);
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bd->pFontTextureResource = pTexture;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle);
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SafeRelease(font_tex->pTextureResource);
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font_tex->pTextureResource = pTexture;
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}
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
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io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr);
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}
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bool ImGui_ImplDX12_CreateDeviceObjects()
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@ -700,11 +707,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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SafeRelease(bd->pPipelineState);
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// Free SRV descriptor used by texture
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ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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if (bd->InitInfo.SrvDescriptorFreeFn != NULL)
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#endif
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bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, bd->hFontSrvCpuDescHandle, bd->hFontSrvGpuDescHandle);
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SafeRelease(bd->pFontTextureResource);
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bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle);
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SafeRelease(font_tex->pTextureResource);
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io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well.
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for (UINT i = 0; i < bd->numFramesInFlight; i++)
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@ -738,14 +746,14 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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if (init_info->SrvDescriptorAllocFn != NULL)
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{
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IM_ASSERT(init_info->SrvDescriptorFreeFn != NULL);
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init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->hFontSrvCpuDescHandle, &bd->hFontSrvGpuDescHandle);
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init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
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}
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else
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{
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
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bd->hFontSrvCpuDescHandle = init_info->LegacySingleSrvCpuDescriptor;
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bd->hFontSrvGpuDescHandle = init_info->LegacySingleSrvGpuDescriptor;
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bd->FontTexture.hFontSrvCpuDescHandle = init_info->LegacySingleSrvCpuDescriptor;
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bd->FontTexture.hFontSrvGpuDescHandle = init_info->LegacySingleSrvGpuDescriptor;
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#else
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IM_ASSERT(init_info->SrvDescriptorAllocFn != NULL);
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IM_ASSERT(init_info->SrvDescriptorFreeFn != NULL);
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