// dear imgui: standalone example application for DirectX 12 // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp. // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) #include "imgui.h" #include "imgui_impl_win32.h" #include "imgui_impl_dx12.h" #include #include #include #define DX12_ENABLE_DEBUG_LAYER 0 struct FrameContext { ID3D12CommandAllocator* CommandAllocator; UINT64 FenceValue; }; // Data static int const NUM_FRAMES_IN_FLIGHT = 3; static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; static UINT g_frameIndex = 0; static int const NUM_BACK_BUFFERS = 3; static ID3D12Device* g_pd3dDevice = NULL; static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL; static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL; static ID3D12CommandQueue* g_pd3dCommandQueue = NULL; static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; static ID3D12Fence* g_fence = NULL; static HANDLE g_fenceEvent = NULL; static UINT64 g_fenceLastSignaledValue = 0; static IDXGISwapChain3* g_pSwapChain = NULL; static HANDLE g_hSwapChainWaitableObject = NULL; static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; void CreateRenderTarget() { for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) { ID3D12Resource* pBackBuffer = NULL; g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); g_mainRenderTargetResource[i] = pBackBuffer; } } void WaitForLastSubmittedFrame() { FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; UINT64 fenceValue = frameCtxt->FenceValue; if (fenceValue == 0) return; // No fence was signaled frameCtxt->FenceValue = 0; if (g_fence->GetCompletedValue() >= fenceValue) return; g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); WaitForSingleObject(g_fenceEvent, INFINITE); } FrameContext* WaitForNextFrameResources() { UINT nextFrameIndex = g_frameIndex + 1; g_frameIndex = nextFrameIndex; HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; DWORD numWaitableObjects = 1; FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; UINT64 fenceValue = frameCtxt->FenceValue; if (fenceValue != 0) // means no fence was signaled { frameCtxt->FenceValue = 0; g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); waitableObjects[1] = g_fenceEvent; numWaitableObjects = 2; } WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); return frameCtxt; } void ResizeSwapChain(HWND hWnd, int width, int height) { DXGI_SWAP_CHAIN_DESC1 sd; g_pSwapChain->GetDesc1(&sd); sd.Width = width; sd.Height = height; IDXGIFactory4* dxgiFactory = NULL; g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory)); g_pSwapChain->Release(); CloseHandle(g_hSwapChainWaitableObject); IDXGISwapChain1* swapChain1 = NULL; dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1); swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)); swapChain1->Release(); dxgiFactory->Release(); g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); assert(g_hSwapChainWaitableObject != NULL); } void CleanupRenderTarget() { WaitForLastSubmittedFrame(); for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } } HRESULT CreateDeviceD3D(HWND hWnd) { // Setup swap chain DXGI_SWAP_CHAIN_DESC1 sd; { ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = NUM_BACK_BUFFERS; sd.Width = 0; sd.Height = 0; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; sd.Scaling = DXGI_SCALING_STRETCH; sd.Stereo = FALSE; } if (DX12_ENABLE_DEBUG_LAYER) { ID3D12Debug* dx12Debug = NULL; if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) { dx12Debug->EnableDebugLayer(); dx12Debug->Release(); } } D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) return E_FAIL; { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = NUM_BACK_BUFFERS; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 1; if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) return E_FAIL; SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) { g_mainRenderTargetDescriptor[i] = rtvHandle; rtvHandle.ptr += rtvDescriptorSize; } } { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = 1; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) return E_FAIL; } { D3D12_COMMAND_QUEUE_DESC desc = {}; desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; desc.NodeMask = 1; if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) return E_FAIL; } for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) return E_FAIL; if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || g_pd3dCommandList->Close() != S_OK) return E_FAIL; if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) return E_FAIL; g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL); if (g_fenceEvent == NULL) return E_FAIL; { IDXGIFactory4* dxgiFactory = NULL; IDXGISwapChain1* swapChain1 = NULL; if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK || dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK || swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) return E_FAIL; swapChain1->Release(); dxgiFactory->Release(); g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); } CreateRenderTarget(); return S_OK; } void CleanupDeviceD3D() { CleanupRenderTarget(); if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; } if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; } if (g_fence) { g_fence->Release(); g_fence = NULL; } if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; } if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; switch (msg) { case WM_SIZE: if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) { ImGui_ImplDX12_InvalidateDeviceObjects(); CleanupRenderTarget(); ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam)); CreateRenderTarget(); ImGui_ImplDX12_CreateDeviceObjects(); } return 0; case WM_SYSCOMMAND: if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu return 0; break; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } int main(int, char**) { // Create application window WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); // Initialize Direct3D if (CreateDeviceD3D(hwnd) < 0) { CleanupDeviceD3D(); UnregisterClass(wc.lpszClassName, wc.hInstance); return 1; } // Show the window ShowWindow(hwnd, SW_SHOWDEFAULT); UpdateWindow(hwnd); // Setup Dear ImGui context IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking //io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows (FIXME: Currently broken in DX12 back-end, need some work!) //io.ConfigViewportsNoAutoMerge = true; //io.ConfigViewportsNoTaskBarIcon = true; // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. ImGuiStyle& style = ImGui::GetStyle(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; style.Colors[ImGuiCol_WindowBg].w = 1.0f; } // Setup Platform/Renderer bindings ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'misc/fonts/README.txt' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! //io.Fonts->AddFontDefault(); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != NULL); bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop MSG msg; ZeroMemory(&msg, sizeof(msg)); while (msg.message != WM_QUIT) { // Poll and handle messages (inputs, window resize, etc.) // 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. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); continue; } // Start the Dear ImGui frame ImGui_ImplDX12_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame(); // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). if (show_demo_window) ImGui::ShowDemoWindow(&show_demo_window); // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. { static float f = 0.0f; static int counter = 0; ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Another Window", &show_another_window); ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) counter++; ImGui::SameLine(); ImGui::Text("counter = %d", counter); ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); ImGui::End(); } // 3. Show another simple window. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // Rendering FrameContext* frameCtxt = WaitForNextFrameResources(); UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); frameCtxt->CommandAllocator->Reset(); D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL); g_pd3dCommandList->ResourceBarrier(1, &barrier); g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL); g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); ImGui::Render(); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; g_pd3dCommandList->ResourceBarrier(1, &barrier); g_pd3dCommandList->Close(); g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); // Update and Render additional Platform Windows if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList); } g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync UINT64 fenceValue = g_fenceLastSignaledValue + 1; g_pd3dCommandQueue->Signal(g_fence, fenceValue); g_fenceLastSignaledValue = fenceValue; frameCtxt->FenceValue = fenceValue; } WaitForLastSubmittedFrame(); ImGui_ImplDX12_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); DestroyWindow(hwnd); UnregisterClass(wc.lpszClassName, wc.hInstance); return 0; }