// ImGui Win32 + DirectX12 binding // 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. // 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 // 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" #include "imgui_impl_dx12.h" // DirectX #include <d3d12.h> #include <d3dcompiler.h> // Win32 data static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_; // 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 = {}; struct FrameResources { ID3D12Resource* IB; ID3D12Resource* VB; int VertexBufferSize; int IndexBufferSize; }; static FrameResources* g_pFrameResources = NULL; static UINT g_numFramesInFlight = 0; static UINT g_frameIndex = UINT_MAX; struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; }; // 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) { // 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. g_frameIndex = g_frameIndex + 1; FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; ID3D12Resource* g_pVB = frameResources->VB; ID3D12Resource* g_pIB = frameResources->IB; int g_VertexBufferSize = frameResources->VertexBufferSize; int g_IndexBufferSize = frameResources->IndexBufferSize; ID3D12GraphicsCommandList* ctx = g_pd3dCommandList; // Create and grow vertex/index buffers if needed if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) { 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; } if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) { 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; } // Copy and convert all vertices into a single contiguous buffer 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; 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]; 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; } g_pVB->Unmap(0, &range); g_pIB->Unmap(0, &range); // Setup orthographic projection matrix into our constant buffer VERTEX_CONSTANT_BUFFER vertex_constant_buffer; { 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] = { { 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 }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); } // Setup viewport 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); // Bind shader and vertex buffers 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); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; 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); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; ctx->OMSetBlendFactor(blend_factor); // 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]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { 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); } idx_offset += pcmd->ElemCount; } vtx_offset += cmd_list->VtxBuffer.Size; } } static void ImGui_ImplWin32_UpdateMouseCursor() { 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; ImGuiIO& io = ImGui::GetIO(); switch (msg) { 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; } case WM_LBUTTONUP: case WM_RBUTTONUP: case WM_MBUTTONUP: { 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; } case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return 0; case WM_MOUSEHWHEEL: io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return 0; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); io.MousePos.y = (signed short)(lParam >> 16); return 0; case WM_KEYDOWN: case WM_SYSKEYDOWN: if (wParam < 256) io.KeysDown[wParam] = 1; return 0; case WM_KEYUP: case WM_SYSKEYUP: if (wParam < 256) io.KeysDown[wParam] = 0; return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return 0; case WM_SETCURSOR: if (LOWORD(lParam) == HTCLIENT) { ImGui_ImplWin32_UpdateMouseCursor(); return 1; } return 0; } 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 { D3D12_HEAP_PROPERTIES props; memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_DEFAULT; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; 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)); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); UINT uploadSize = height * uploadPitch; 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; props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; ID3D12Resource* uploadBuffer = NULL; HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); IM_ASSERT(SUCCEEDED(hr)); void* mapped = NULL; D3D12_RANGE range = { 0, uploadSize }; hr = uploadBuffer->Map(0, &range, &mapped); IM_ASSERT(SUCCEEDED(hr)); for (int y = 0; y < height; y++) 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 = {}; dstLocation.pResource = pTexture; 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; barrier.Transition.pResource = pTexture; 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)); IM_ASSERT(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); IM_ASSERT(event != NULL); 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)); IM_ASSERT(SUCCEEDED(hr)); ID3D12CommandAllocator* cmdAlloc = NULL; hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); IM_ASSERT(SUCCEEDED(hr)); ID3D12GraphicsCommandList* cmdList = NULL; hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); IM_ASSERT(SUCCEEDED(hr)); cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); cmdList->ResourceBarrier(1, &barrier); hr = cmdList->Close(); IM_ASSERT(SUCCEEDED(hr)); cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); hr = cmdQueue->Signal(fence, 1); IM_ASSERT(SUCCEEDED(hr)); fence->SetEventOnCompletion(1, event); WaitForSingleObject(event, INFINITE); cmdList->Release(); cmdAlloc->Release(); cmdQueue->Release(); CloseHandle(event); fence->Release(); uploadBuffer->Release(); // 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; } // Store our identifier static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID"); io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr; } 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(); } // 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; psoDesc.RTVFormats[0] = g_RTVFormat; psoDesc.SampleDesc.Count = 1; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; // Create the vertex shader { static const char* vertexShader = "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;\ }"; 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 { 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; psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; } // 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; } // 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; } if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK) return false; 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; } 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. for (UINT i = 0; i < g_numFramesInFlight; i++) { 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; } } } bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, ID3D12Device* device, DXGI_FORMAT rtv_format, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) { g_hWnd = (HWND)hwnd; g_pd3dDevice = device; g_RTVFormat = rtv_format; 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; g_frameIndex = UINT_MAX; for (int i = 0; i < num_frames_in_flight; i++) { 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; io.KeyMap[ImGuiKey_Insert] = VK_INSERT; io.KeyMap[ImGuiKey_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; io.KeyMap[ImGuiKey_Space] = VK_SPACE; 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; } void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list) { if (!g_pPipelineState) ImGui_ImplDX12_CreateDeviceObjects(); g_pd3dCommandList = command_list; 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 *)¤t_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; io.KeySuper = false; // 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 // 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); } // 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(); } // 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. ImGui::NewFrame(); }