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// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
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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!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// To build this on 32-bit systems:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Various minor tidying up.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
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# include "imgui.h"
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# include "imgui_impl_dx12.h"
// DirectX
# include <d3d12.h>
# include <dxgi1_4.h>
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# include "imgui_win_shader_blobs.h"
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// DirectX data
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struct ImGui_ImplDX12_RenderBuffers
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{
ID3D12Resource * IndexBuffer ;
ID3D12Resource * VertexBuffer ;
int IndexBufferSize ;
int VertexBufferSize ;
} ;
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struct ImGui_ImplDX12_Data
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{
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ID3D12Device * pd3dDevice ;
ID3D12RootSignature * pRootSignature ;
ID3D12PipelineState * pPipelineState ;
DXGI_FORMAT RTVFormat ;
ID3D12Resource * pFontTextureResource ;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle ;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle ;
ImGui_ImplDX12_RenderBuffers * pFrameResources ;
UINT numFramesInFlight ;
UINT frameIndex ;
ImGui_ImplDX12_Data ( ) { memset ( ( void * ) this , 0 , sizeof ( * this ) ) ; frameIndex = UINT_MAX ; }
} ;
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struct VERTEX_CONSTANT_BUFFER_DX12
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{
float mvp [ 4 ] [ 4 ] ;
} ;
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX12_Data * ImGui_ImplDX12_GetBackendData ( )
{
return ImGui : : GetCurrentContext ( ) ? ( ImGui_ImplDX12_Data * ) ImGui : : GetIO ( ) . BackendRendererUserData : NULL ;
}
// Functions
static void ImGui_ImplDX12_SetupRenderState ( ImDrawData * draw_data , ID3D12GraphicsCommandList * ctx , ImGui_ImplDX12_RenderBuffers * fr )
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{
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ImGui_ImplDX12_Data * bd = ImGui_ImplDX12_GetBackendData ( ) ;
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// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer ;
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{
float L = draw_data - > DisplayPos . x ;
float R = draw_data - > DisplayPos . x + draw_data - > DisplaySize . x ;
float T = draw_data - > DisplayPos . y ;
float B = draw_data - > DisplayPos . y + draw_data - > DisplaySize . y ;
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 ( & vertex_constant_buffer . mvp , mvp , sizeof ( mvp ) ) ;
}
// Setup viewport
D3D12_VIEWPORT vp ;
memset ( & vp , 0 , sizeof ( D3D12_VIEWPORT ) ) ;
vp . Width = draw_data - > DisplaySize . x ;
vp . Height = draw_data - > 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 = fr - > VertexBuffer - > GetGPUVirtualAddress ( ) + offset ;
vbv . SizeInBytes = fr - > 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 = fr - > IndexBuffer - > GetGPUVirtualAddress ( ) ;
ibv . SizeInBytes = fr - > 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 ) ;
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ctx - > SetPipelineState ( bd - > pPipelineState ) ;
ctx - > SetGraphicsRootSignature ( bd - > pRootSignature ) ;
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ctx - > SetGraphicsRoot32BitConstants ( 0 , 16 , & vertex_constant_buffer , 0 ) ;
// Setup blend factor
const float blend_factor [ 4 ] = { 0.f , 0.f , 0.f , 0.f } ;
ctx - > OMSetBlendFactor ( blend_factor ) ;
}
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template < typename T >
static inline void SafeRelease ( T * & res )
{
if ( res )
res - > Release ( ) ;
res = NULL ;
}
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// Render function
void ImGui_ImplDX12_RenderDrawData ( ImDrawData * draw_data , ID3D12GraphicsCommandList * ctx )
{
// Avoid rendering when minimized
if ( draw_data - > DisplaySize . x < = 0.0f | | draw_data - > DisplaySize . y < = 0.0f )
return ;
// FIXME: I'm assuming that this only gets 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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ImGui_ImplDX12_Data * bd = ImGui_ImplDX12_GetBackendData ( ) ;
bd - > frameIndex = bd - > frameIndex + 1 ;
ImGui_ImplDX12_RenderBuffers * fr = & bd - > pFrameResources [ bd - > frameIndex % bd - > numFramesInFlight ] ;
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// Create and grow vertex/index buffers if needed
if ( fr - > VertexBuffer = = NULL | | fr - > VertexBufferSize < draw_data - > TotalVtxCount )
{
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SafeRelease ( fr - > VertexBuffer ) ;
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fr - > 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 = fr - > 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 ;
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if ( bd - > pd3dDevice - > CreateCommittedResource ( & props , D3D12_HEAP_FLAG_NONE , & desc , D3D12_RESOURCE_STATE_GENERIC_READ , NULL , IID_PPV_ARGS ( & fr - > VertexBuffer ) ) < 0 )
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return ;
}
if ( fr - > IndexBuffer = = NULL | | fr - > IndexBufferSize < draw_data - > TotalIdxCount )
{
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SafeRelease ( fr - > IndexBuffer ) ;
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fr - > 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 = fr - > 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 ;
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if ( bd - > pd3dDevice - > CreateCommittedResource ( & props , D3D12_HEAP_FLAG_NONE , & desc , D3D12_RESOURCE_STATE_GENERIC_READ , NULL , IID_PPV_ARGS ( & fr - > IndexBuffer ) ) < 0 )
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return ;
}
// Upload vertex/index data into a single contiguous GPU buffer
void * vtx_resource , * idx_resource ;
D3D12_RANGE range ;
memset ( & range , 0 , sizeof ( D3D12_RANGE ) ) ;
if ( fr - > VertexBuffer - > Map ( 0 , & range , & vtx_resource ) ! = S_OK )
return ;
if ( fr - > IndexBuffer - > 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 ;
}
fr - > VertexBuffer - > Unmap ( 0 , & range ) ;
fr - > IndexBuffer - > Unmap ( 0 , & range ) ;
// Setup desired DX state
ImGui_ImplDX12_SetupRenderState ( draw_data , ctx , fr ) ;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0 ;
int global_idx_offset = 0 ;
ImVec2 clip_off = draw_data - > DisplayPos ;
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 ! = NULL )
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if ( pcmd - > UserCallback = = ImDrawCallback_ResetRenderState )
ImGui_ImplDX12_SetupRenderState ( draw_data , ctx , fr ) ;
else
pcmd - > UserCallback ( cmd_list , pcmd ) ;
}
else
{
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// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min ( pcmd - > ClipRect . x - clip_off . x , pcmd - > ClipRect . y - clip_off . y ) ;
ImVec2 clip_max ( pcmd - > ClipRect . z - clip_off . x , pcmd - > ClipRect . w - clip_off . y ) ;
if ( clip_max . x < = clip_min . x | | clip_max . y < = clip_min . y )
continue ;
// Apply Scissor/clipping rectangle, Bind texture, Draw
const D3D12_RECT r = { ( LONG ) clip_min . x , ( LONG ) clip_min . y , ( LONG ) clip_max . x , ( LONG ) clip_max . y } ;
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = { } ;
texture_handle . ptr = ( UINT64 ) pcmd - > GetTexID ( ) ;
ctx - > SetGraphicsRootDescriptorTable ( 1 , texture_handle ) ;
ctx - > RSSetScissorRects ( 1 , & r ) ;
ctx - > DrawIndexedInstanced ( pcmd - > ElemCount , 1 , pcmd - > IdxOffset + global_idx_offset , pcmd - > VtxOffset + global_vtx_offset , 0 ) ;
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}
}
global_idx_offset + = cmd_list - > IdxBuffer . Size ;
global_vtx_offset + = cmd_list - > VtxBuffer . Size ;
}
}
static void ImGui_ImplDX12_CreateFontsTexture ( )
{
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGui_ImplDX12_Data * bd = ImGui_ImplDX12_GetBackendData ( ) ;
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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 ;
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bd - > pd3dDevice - > CreateCommittedResource ( & props , D3D12_HEAP_FLAG_NONE , & desc ,
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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 ;
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HRESULT hr = bd - > pd3dDevice - > CreateCommittedResource ( & props , D3D12_HEAP_FLAG_NONE , & desc ,
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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 ;
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hr = bd - > pd3dDevice - > CreateFence ( 0 , D3D12_FENCE_FLAG_NONE , IID_PPV_ARGS ( & fence ) ) ;
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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 ;
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hr = bd - > pd3dDevice - > CreateCommandQueue ( & queueDesc , IID_PPV_ARGS ( & cmdQueue ) ) ;
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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
ID3D12CommandAllocator * cmdAlloc = NULL ;
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hr = bd - > pd3dDevice - > CreateCommandAllocator ( D3D12_COMMAND_LIST_TYPE_DIRECT , IID_PPV_ARGS ( & cmdAlloc ) ) ;
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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
ID3D12GraphicsCommandList * cmdList = NULL ;
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hr = bd - > pd3dDevice - > CreateCommandList ( 0 , D3D12_COMMAND_LIST_TYPE_DIRECT , cmdAlloc , NULL , IID_PPV_ARGS ( & cmdList ) ) ;
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IM_ASSERT ( SUCCEEDED ( hr ) ) ;
cmdList - > CopyTextureRegion ( & dstLocation , 0 , 0 , 0 , & srcLocation , NULL ) ;
cmdList - > ResourceBarrier ( 1 , & barrier ) ;
hr = cmdList - > Close ( ) ;
IM_ASSERT ( SUCCEEDED ( hr ) ) ;
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cmdQueue - > ExecuteCommandLists ( 1 , ( ID3D12CommandList * const * ) & cmdList ) ;
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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 ;
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bd - > pd3dDevice - > CreateShaderResourceView ( pTexture , & srvDesc , bd - > hFontSrvCpuDescHandle ) ;
SafeRelease ( bd - > pFontTextureResource ) ;
bd - > pFontTextureResource = pTexture ;
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}
// Store our identifier
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// READ THIS IF THE STATIC_ASSERT() TRIGGERS:
// - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
static_assert ( sizeof ( ImTextureID ) > = sizeof ( bd - > hFontSrvGpuDescHandle . ptr ) , " Can't pack descriptor handle into TexID, 32-bit not supported yet. " ) ;
io . Fonts - > SetTexID ( ( ImTextureID ) bd - > hFontSrvGpuDescHandle . ptr ) ;
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}
bool ImGui_ImplDX12_CreateDeviceObjects ( )
{
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ImGui_ImplDX12_Data * bd = ImGui_ImplDX12_GetBackendData ( ) ;
if ( ! bd | | ! bd - > pd3dDevice )
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return false ;
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if ( bd - > pPipelineState )
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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 ;
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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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 ;
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// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
static HINSTANCE d3d12_dll = : : GetModuleHandleA ( " d3d12.dll " ) ;
if ( d3d12_dll = = NULL )
{
// Attempt to load d3d12.dll from local directories. This will only succeed if
// (1) the current OS is Windows 7, and
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
// See https://github.com/ocornut/imgui/pull/3696 for details.
const char * localD3d12Paths [ ] = { " . \\ d3d12.dll " , " . \\ d3d12on7 \\ d3d12.dll " , " . \\ 12on7 \\ d3d12.dll " } ; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
for ( int i = 0 ; i < IM_ARRAYSIZE ( localD3d12Paths ) ; i + + )
if ( ( d3d12_dll = : : LoadLibraryA ( localD3d12Paths [ i ] ) ) ! = NULL )
break ;
// If failed, we are on Windows >= 10.
if ( d3d12_dll = = NULL )
d3d12_dll = : : LoadLibraryA ( " d3d12.dll " ) ;
if ( d3d12_dll = = NULL )
return false ;
}
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PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = ( PFN_D3D12_SERIALIZE_ROOT_SIGNATURE ) : : GetProcAddress ( d3d12_dll , " D3D12SerializeRootSignature " ) ;
if ( D3D12SerializeRootSignatureFn = = NULL )
return false ;
ID3DBlob * blob = NULL ;
if ( D3D12SerializeRootSignatureFn ( & desc , D3D_ROOT_SIGNATURE_VERSION_1 , & blob , NULL ) ! = S_OK )
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return false ;
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bd - > pd3dDevice - > CreateRootSignature ( 0 , blob - > GetBufferPointer ( ) , blob - > GetBufferSize ( ) , IID_PPV_ARGS ( & bd - > pRootSignature ) ) ;
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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 ;
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psoDesc . pRootSignature = bd - > pRootSignature ;
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psoDesc . SampleMask = UINT_MAX ;
psoDesc . NumRenderTargets = 1 ;
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psoDesc . RTVFormats [ 0 ] = bd - > RTVFormat ;
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psoDesc . SampleDesc . Count = 1 ;
psoDesc . Flags = D3D12_PIPELINE_STATE_FLAG_NONE ;
// Create the vertex shader
{
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shader_t shader = getDX12VertexShader ( ) ;
psoDesc . VS = { shader . shaderBlob , shader . shaderBlobSize } ;
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// Create the input layout
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static D3D12_INPUT_ELEMENT_DESC local_layout [ ] =
{
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{ " POSITION " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( UINT ) IM_OFFSETOF ( ImDrawVert , pos ) , D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA , 0 } ,
{ " TEXCOORD " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( UINT ) IM_OFFSETOF ( ImDrawVert , uv ) , D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA , 0 } ,
{ " COLOR " , 0 , DXGI_FORMAT_R8G8B8A8_UNORM , 0 , ( UINT ) IM_OFFSETOF ( ImDrawVert , col ) , D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA , 0 } ,
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} ;
psoDesc . InputLayout = { local_layout , 3 } ;
}
// Create the pixel shader
{
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shader_t shader = getDX12PixelShader ( ) ;
psoDesc . PS = { shader . shaderBlob , shader . shaderBlobSize } ;
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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 ;
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desc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D12_BLEND_ONE ;
desc . RenderTarget [ 0 ] . DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA ;
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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 ;
}
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HRESULT result_pipeline_state = bd - > pd3dDevice - > CreateGraphicsPipelineState ( & psoDesc , IID_PPV_ARGS ( & bd - > pPipelineState ) ) ;
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if ( result_pipeline_state ! = S_OK )
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return false ;
ImGui_ImplDX12_CreateFontsTexture ( ) ;
return true ;
}
void ImGui_ImplDX12_InvalidateDeviceObjects ( )
{
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ImGui_ImplDX12_Data * bd = ImGui_ImplDX12_GetBackendData ( ) ;
if ( ! bd | | ! bd - > pd3dDevice )
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return ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
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SafeRelease ( bd - > pRootSignature ) ;
SafeRelease ( bd - > pPipelineState ) ;
SafeRelease ( bd - > pFontTextureResource ) ;
io . Fonts - > SetTexID ( NULL ) ; // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
for ( UINT i = 0 ; i < bd - > numFramesInFlight ; i + + )
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{
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ImGui_ImplDX12_RenderBuffers * fr = & bd - > pFrameResources [ i ] ;
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SafeRelease ( fr - > IndexBuffer ) ;
SafeRelease ( fr - > VertexBuffer ) ;
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}
}
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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 )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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IM_ASSERT ( io . BackendRendererUserData = = NULL & & " Already initialized a renderer backend! " ) ;
// Setup backend capabilities flags
ImGui_ImplDX12_Data * bd = IM_NEW ( ImGui_ImplDX12_Data ) ( ) ;
io . BackendRendererUserData = ( void * ) bd ;
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io . BackendRendererName = " imgui_impl_dx12 " ;
io . BackendFlags | = ImGuiBackendFlags_RendererHasVtxOffset ; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd - > pd3dDevice = device ;
bd - > RTVFormat = rtv_format ;
bd - > hFontSrvCpuDescHandle = font_srv_cpu_desc_handle ;
bd - > hFontSrvGpuDescHandle = font_srv_gpu_desc_handle ;
bd - > pFrameResources = new ImGui_ImplDX12_RenderBuffers [ num_frames_in_flight ] ;
bd - > numFramesInFlight = num_frames_in_flight ;
bd - > frameIndex = UINT_MAX ;
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IM_UNUSED ( cbv_srv_heap ) ; // Unused in master branch (will be used by multi-viewports)
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// Create buffers with a default size (they will later be grown as needed)
for ( int i = 0 ; i < num_frames_in_flight ; i + + )
{
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ImGui_ImplDX12_RenderBuffers * fr = & bd - > pFrameResources [ i ] ;
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fr - > IndexBuffer = NULL ;
fr - > VertexBuffer = NULL ;
fr - > IndexBufferSize = 10000 ;
fr - > VertexBufferSize = 5000 ;
}
return true ;
}
void ImGui_ImplDX12_Shutdown ( )
{
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ImGui_ImplDX12_Data * bd = ImGui_ImplDX12_GetBackendData ( ) ;
IM_ASSERT ( bd ! = NULL & & " No renderer backend to shutdown, or already shutdown? " ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGui_ImplDX12_InvalidateDeviceObjects ( ) ;
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delete [ ] bd - > pFrameResources ;
io . BackendRendererName = NULL ;
io . BackendRendererUserData = NULL ;
IM_DELETE ( bd ) ;
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}
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bool ImGui_ImplDX12_NewFrame ( )
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{
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ImGui_ImplDX12_Data * bd = ImGui_ImplDX12_GetBackendData ( ) ;
IM_ASSERT ( bd ! = NULL & & " Did you call ImGui_ImplDX12_Init()? " ) ;
if ( ! bd - > pPipelineState )
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return ImGui_ImplDX12_CreateDeviceObjects ( ) ;
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return true ;
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}