| // dear imgui: Renderer Backend for DirectX12 | |
| // This needs to be used along with a Platform Backend (e.g. Win32) | |
| // Implemented features: | |
| // [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! | |
| // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). | |
| // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). | |
| // [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplDX12_GetRenderState(). | |
| // The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. | |
| // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ | |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | |
| // Learn about Dear ImGui: | |
| // - FAQ https://dearimgui.com/faq | |
| // - Getting Started https://dearimgui.com/getting-started | |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| // 2026-09-07: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628) | |
| // 2026-08-05: DirectX12: *BREAKING CHANGE* Removed support for legacy `ImGui_ImplDX12_Init()` signature obsoleted in 1.91.6 (2024-11-15) because it needed to forcefully disable support for ImGuiBackendFlags_RendererHasTextures. (#9487) | |
| // 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) | |
| // 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002) | |
| // 2025-09-29: DirectX12: Rework synchronization logic. (#8961) | |
| // 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965) | |
| // 2025-09-29: DirectX12: Reuse a command list and allocator for texture uploads instead of recreating them each time. (#8963) | |
| // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. | |
| // 2025-06-19: Fixed build on MinGW. (#8702, #4594) | |
| // 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. | |
| // 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). | |
| // 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429) | |
| // 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. | |
| // 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat. | |
| // 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). | |
| // 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple. | |
| // 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools. | |
| // 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap. | |
| // 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. | |
| // 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. | |
| // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. | |
| // 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). | |
| // 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) | |
| // 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. | |
| // 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. | |
| // 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. | |
| #include "imgui.h" | |
| #ifndef IMGUI_DISABLE | |
| #include "imgui_impl_dx12.h" | |
| // DirectX | |
| #include <d3d12.h> | |
| #include <dxgi1_5.h> | |
| #include <d3dcompiler.h> | |
| #ifdef _MSC_VER | |
| #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. | |
| #endif | |
| // Clang/GCC warnings with -Weverything | |
| #if defined(__clang__) | |
| #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. | |
| #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness | |
| #endif | |
| // MinGW workaround, see #4594 | |
| typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE; | |
| // DirectX12 data | |
| struct ImGui_ImplDX12_RenderBuffers; | |
| struct ImGui_ImplDX12_Texture | |
| { | |
| ID3D12Resource* pTextureResource; | |
| D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; | |
| D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; | |
| ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); } | |
| }; | |
| struct ImGui_ImplDX12_Data | |
| { | |
| ImGui_ImplDX12_InitInfo InitInfo; | |
| ImGui_ImplDX12_RenderState* RenderState; | |
| IDXGIFactory5* pdxgiFactory; | |
| ID3D12Device* pd3dDevice; | |
| ID3D12RootSignature* pRootSignatureLinear; | |
| ID3D12RootSignature* pRootSignatureNearest; | |
| ID3D12PipelineState* pPipelineStateLinear; | |
| ID3D12PipelineState* pPipelineStateNearest; | |
| ID3D12CommandQueue* pCommandQueue; | |
| bool commandQueueOwned; | |
| DXGI_FORMAT RTVFormat; | |
| DXGI_FORMAT DSVFormat; | |
| ID3D12DescriptorHeap* pd3dSrvDescHeap; | |
| ID3D12Fence* Fence; | |
| UINT64 FenceLastSignaledValue; | |
| HANDLE FenceEvent; | |
| UINT numFramesInFlight; | |
| bool tearingSupport; | |
| bool LegacySingleDescriptorUsed; | |
| ID3D12CommandAllocator* pTexCmdAllocator; | |
| ID3D12GraphicsCommandList* pTexCmdList; | |
| ID3D12Resource* pTexUploadBuffer; | |
| UINT pTexUploadBufferSize; | |
| void* pTexUploadBufferMapped; | |
| ImGui_ImplDX12_RenderBuffers* pFrameResources; | |
| UINT frameIndex; | |
| ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } | |
| }; | |
| // 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 : nullptr; | |
| } | |
| ImGui_ImplDX12_RenderState* ImGui_ImplDX12_GetRenderState() | |
| { | |
| return (ImGui_ImplDX12_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; | |
| } | |
| // Buffers used during the rendering of a frame | |
| struct ImGui_ImplDX12_RenderBuffers | |
| { | |
| ID3D12Resource* IndexBuffer; | |
| ID3D12Resource* VertexBuffer; | |
| int IndexBufferSize; | |
| int VertexBufferSize; | |
| }; | |
| struct VERTEX_CONSTANT_BUFFER_DX12 | |
| { | |
| float mvp[4][4]; | |
| }; | |
| // Functions | |
| static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list) | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| command_list->SetPipelineState(bd->pPipelineStateLinear); | |
| command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear); | |
| } | |
| static void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list) | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| command_list->SetPipelineState(bd->pPipelineStateNearest); | |
| command_list->SetGraphicsRootSignature(bd->pRootSignatureNearest); | |
| } | |
| static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) | |
| { | |
| // 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). | |
| VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; | |
| { | |
| 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 = {}; | |
| vp.Width = (float)(int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f); | |
| vp.Height = (float)(int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f); | |
| vp.MinDepth = 0.0f; | |
| vp.MaxDepth = 1.0f; | |
| vp.TopLeftX = vp.TopLeftY = 0.0f; | |
| command_list->RSSetViewports(1, &vp); | |
| // Bind shader and vertex buffers | |
| unsigned int stride = sizeof(ImDrawVert); | |
| unsigned int offset = 0; | |
| D3D12_VERTEX_BUFFER_VIEW vbv = {}; | |
| vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; | |
| vbv.SizeInBytes = fr->VertexBufferSize * stride; | |
| vbv.StrideInBytes = stride; | |
| command_list->IASetVertexBuffers(0, 1, &vbv); | |
| D3D12_INDEX_BUFFER_VIEW ibv = {}; | |
| ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); | |
| ibv.SizeInBytes = (UINT)fr->IndexBufferSize * sizeof(ImDrawIdx); | |
| ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; | |
| command_list->IASetIndexBuffer(&ibv); | |
| command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | |
| ImGui_ImplDX12_SetupSamplerLinear(command_list); | |
| command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); | |
| // Setup blend factor | |
| const float blend_factor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; | |
| command_list->OMSetBlendFactor(blend_factor); | |
| } | |
| template<typename T> | |
| static inline void SafeRelease(T*& res) | |
| { | |
| if (res) | |
| res->Release(); | |
| res = nullptr; | |
| } | |
| // Draw callbacks | |
| static void ImGui_ImplDX12_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. | |
| static void ImGui_ImplDX12_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerLinear(bd->RenderState->CommandList); } | |
| static void ImGui_ImplDX12_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerNearest(bd->RenderState->CommandList); } | |
| // Render function | |
| void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list) | |
| { | |
| // Avoid rendering when minimized | |
| if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) | |
| return; | |
| // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. | |
| // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). | |
| if (draw_data->Textures != nullptr) | |
| for (ImTextureData* tex : *draw_data->Textures) | |
| if (tex->Status != ImTextureStatus_OK) | |
| ImGui_ImplDX12_UpdateTexture(tex); | |
| // FIXME: We are assuming that this only gets called once per frame! | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| bd->frameIndex = bd->frameIndex + 1; | |
| ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; | |
| // Create and grow vertex/index buffers if needed | |
| if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) | |
| { | |
| SafeRelease(fr->VertexBuffer); | |
| fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; | |
| D3D12_HEAP_PROPERTIES props = {}; | |
| props.Type = D3D12_HEAP_TYPE_UPLOAD; | |
| props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | |
| props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | |
| D3D12_RESOURCE_DESC 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; | |
| if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) | |
| return; | |
| } | |
| if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) | |
| { | |
| SafeRelease(fr->IndexBuffer); | |
| fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; | |
| D3D12_HEAP_PROPERTIES props = {}; | |
| props.Type = D3D12_HEAP_TYPE_UPLOAD; | |
| props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; | |
| props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; | |
| D3D12_RESOURCE_DESC 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; | |
| if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) | |
| return; | |
| } | |
| // Upload vertex/index data into a single contiguous GPU buffer | |
| // During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only) | |
| void* vtx_resource, *idx_resource; | |
| D3D12_RANGE range = { 0, 0 }; | |
| 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 (const ImDrawList* draw_list : draw_data->CmdLists) | |
| { | |
| memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |
| memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |
| vtx_dst += draw_list->VtxBuffer.Size; | |
| idx_dst += draw_list->IdxBuffer.Size; | |
| } | |
| // During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only) | |
| range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource); | |
| IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert)); | |
| fr->VertexBuffer->Unmap(0, &range); | |
| range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource); | |
| IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx)); | |
| fr->IndexBuffer->Unmap(0, &range); | |
| // Setup desired DX state | |
| ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); | |
| // Setup render state structure (for callbacks and custom texture bindings) | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplDX12_RenderState render_state; | |
| render_state.Device = bd->pd3dDevice; | |
| render_state.CommandList = command_list; | |
| platform_io.Renderer_RenderState = bd->RenderState = &render_state; | |
| // 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; | |
| ImVec2 clip_scale = draw_data->FramebufferScale; | |
| for (const ImDrawList* draw_list : draw_data->CmdLists) | |
| { | |
| for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) | |
| { | |
| const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; | |
| if (pcmd->UserCallback != nullptr) | |
| { | |
| // 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 == ImGui_ImplDX12_DrawCallback_ResetRenderState) | |
| ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); | |
| else | |
| pcmd->UserCallback(draw_list, pcmd); | |
| } | |
| else | |
| { | |
| // Project scissor/clipping rectangles into framebuffer space | |
| ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | |
| ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | |
| if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | |
| continue; | |
| // Apply scissor/clipping rectangle | |
| const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | |
| command_list->RSSetScissorRects(1, &r); | |
| // Bind texture, Draw | |
| D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; | |
| texture_handle.ptr = (UINT64)pcmd->GetTexID(); | |
| command_list->SetGraphicsRootDescriptorTable(1, texture_handle); | |
| command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); | |
| } | |
| } | |
| global_idx_offset += draw_list->IdxBuffer.Size; | |
| global_vtx_offset += draw_list->VtxBuffer.Size; | |
| } | |
| platform_io.Renderer_RenderState = bd->RenderState = nullptr; | |
| } | |
| static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex) | |
| { | |
| if (ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData) | |
| { | |
| IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID); | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle); | |
| SafeRelease(backend_tex->pTextureResource); | |
| backend_tex->hFontSrvCpuDescHandle.ptr = 0; | |
| backend_tex->hFontSrvGpuDescHandle.ptr = 0; | |
| IM_DELETE(backend_tex); | |
| // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) | |
| tex->SetTexID(ImTextureID_Invalid); | |
| tex->BackendUserData = nullptr; | |
| } | |
| tex->SetStatus(ImTextureStatus_Destroyed); | |
| } | |
| void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex) | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in? | |
| if (tex->Status == ImTextureStatus_WantCreate) | |
| { | |
| // Create and upload new texture to graphics system | |
| //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); | |
| IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); | |
| IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); | |
| ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)(); | |
| bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle | |
| D3D12_HEAP_PROPERTIES props = {}; | |
| 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 = tex->Width; | |
| desc.Height = tex->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 = nullptr; | |
| bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, | |
| D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); | |
| // Create SRV | |
| 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; | |
| bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle); | |
| SafeRelease(backend_tex->pTextureResource); | |
| backend_tex->pTextureResource = pTexture; | |
| // Store identifiers | |
| tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr); | |
| tex->BackendUserData = backend_tex; | |
| need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier | |
| // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below. | |
| } | |
| if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) | |
| { | |
| ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData; | |
| IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); | |
| // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. | |
| // FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[] | |
| // - Copy all blocks contiguously in upload buffer. | |
| // - Barrier before copy, submit all CopyTextureRegion(), barrier after copy. | |
| const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; | |
| const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; | |
| const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; | |
| const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; | |
| // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! | |
| // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. | |
| UINT upload_pitch_src = upload_w * tex->BytesPerPixel; | |
| UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); | |
| UINT upload_size = upload_pitch_dst * upload_h; | |
| if (bd->pTexUploadBuffer == nullptr || upload_size > bd->pTexUploadBufferSize) | |
| { | |
| if (bd->pTexUploadBufferMapped) | |
| { | |
| D3D12_RANGE range = { 0, bd->pTexUploadBufferSize }; | |
| bd->pTexUploadBuffer->Unmap(0, &range); | |
| bd->pTexUploadBufferMapped = nullptr; | |
| } | |
| SafeRelease(bd->pTexUploadBuffer); | |
| D3D12_RESOURCE_DESC desc; | |
| ZeroMemory(&desc, sizeof(desc)); | |
| desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | |
| desc.Alignment = 0; | |
| desc.Width = upload_size; | |
| 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; | |
| 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; | |
| HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, | |
| D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&bd->pTexUploadBuffer)); | |
| IM_ASSERT(SUCCEEDED(hr)); | |
| D3D12_RANGE range = {0, upload_size}; | |
| hr = bd->pTexUploadBuffer->Map(0, &range, &bd->pTexUploadBufferMapped); | |
| IM_ASSERT(SUCCEEDED(hr)); | |
| bd->pTexUploadBufferSize = upload_size; | |
| } | |
| bd->pTexCmdAllocator->Reset(); | |
| bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr); | |
| ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList; | |
| // Copy to upload buffer | |
| for (int y = 0; y < upload_h; y++) | |
| memcpy((void*)((uintptr_t)bd->pTexUploadBufferMapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src); | |
| if (need_barrier_before_copy) | |
| { | |
| D3D12_RESOURCE_BARRIER barrier = {}; | |
| barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; | |
| barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; | |
| barrier.Transition.pResource = backend_tex->pTextureResource; | |
| barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; | |
| barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; | |
| barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST; | |
| cmdList->ResourceBarrier(1, &barrier); | |
| } | |
| D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; | |
| D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; | |
| { | |
| srcLocation.pResource = bd->pTexUploadBuffer; | |
| srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; | |
| srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
| srcLocation.PlacedFootprint.Footprint.Width = upload_w; | |
| srcLocation.PlacedFootprint.Footprint.Height = upload_h; | |
| srcLocation.PlacedFootprint.Footprint.Depth = 1; | |
| srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst; | |
| dstLocation.pResource = backend_tex->pTextureResource; | |
| dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; | |
| dstLocation.SubresourceIndex = 0; | |
| } | |
| cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr); | |
| { | |
| D3D12_RESOURCE_BARRIER barrier = {}; | |
| barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; | |
| barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; | |
| barrier.Transition.pResource = backend_tex->pTextureResource; | |
| 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; | |
| cmdList->ResourceBarrier(1, &barrier); | |
| } | |
| HRESULT hr = cmdList->Close(); | |
| IM_ASSERT(SUCCEEDED(hr)); | |
| ID3D12CommandQueue* cmdQueue = bd->pCommandQueue; | |
| cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); | |
| hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue); | |
| IM_ASSERT(SUCCEEDED(hr)); | |
| // FIXME-OPT: Suboptimal? | |
| // - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version) | |
| // - Store per-frame in flight: upload buffer? | |
| // - Where do cmdList and cmdAlloc fit? | |
| bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent); | |
| ::WaitForSingleObject(bd->FenceEvent, INFINITE); | |
| tex->SetStatus(ImTextureStatus_OK); | |
| } | |
| if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight) | |
| ImGui_ImplDX12_DestroyTexture(tex); | |
| } | |
| bool ImGui_ImplDX12_CreateDeviceObjects() | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| if (!bd || !bd->pd3dDevice) | |
| return false; | |
| if (bd->pPipelineStateLinear) | |
| ImGui_ImplDX12_InvalidateDeviceObjects(); | |
| HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory)); | |
| IM_ASSERT(hr == S_OK); | |
| BOOL allow_tearing = FALSE; | |
| bd->pdxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing)); | |
| bd->tearingSupport = (allow_tearing == TRUE); | |
| // 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; | |
| // Bilinear sampling is required | |
| D3D12_STATIC_SAMPLER_DESC staticSampler[1] = {}; | |
| staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; | |
| staticSampler[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; | |
| staticSampler[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; | |
| staticSampler[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; | |
| staticSampler[0].MipLODBias = 0.0f; | |
| staticSampler[0].MaxAnisotropy = 0; | |
| staticSampler[0].ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; | |
| staticSampler[0].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; | |
| staticSampler[0].MinLOD = 0.0f; | |
| staticSampler[0].MaxLOD = D3D12_FLOAT32_MAX; | |
| staticSampler[0].ShaderRegister = 0; | |
| staticSampler[0].RegisterSpace = 0; | |
| staticSampler[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; | |
| D3D12_ROOT_SIGNATURE_DESC desc = {}; | |
| desc.NumParameters = _countof(param); | |
| desc.pParameters = param; | |
| desc.NumStaticSamplers = 1; | |
| desc.pStaticSamplers = &staticSampler[0]; | |
| 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; | |
| // 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 == nullptr) | |
| { | |
| // 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_COUNTOF(localD3d12Paths); i++) | |
| if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) | |
| break; | |
| // If failed, we are on Windows >= 10. | |
| if (d3d12_dll == nullptr) | |
| d3d12_dll = ::LoadLibraryA("d3d12.dll"); | |
| if (d3d12_dll == nullptr) | |
| return false; | |
| } | |
| _PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); | |
| if (D3D12SerializeRootSignatureFn == nullptr) | |
| return false; | |
| ID3DBlob* blob = nullptr; | |
| if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) | |
| return false; | |
| bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear)); | |
| blob->Release(); | |
| // Nearest sampler | |
| staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; | |
| if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) | |
| return false; | |
| bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureNearest)); | |
| 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 assign them to psoDesc.VS/PS [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 = {}; | |
| psoDesc.NodeMask = 1; | |
| psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; | |
| psoDesc.pRootSignature = bd->pRootSignatureLinear; | |
| psoDesc.SampleMask = UINT_MAX; | |
| psoDesc.NumRenderTargets = 1; | |
| psoDesc.RTVFormats[0] = bd->RTVFormat; | |
| psoDesc.DSVFormat = bd->DSVFormat; | |
| psoDesc.SampleDesc.Count = 1; | |
| psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; | |
| ID3DBlob* vertexShaderBlob; | |
| ID3DBlob* pixelShaderBlob; | |
| // 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, 0.0f, 1.0f));\ | |
| output.col = input.col;\ | |
| output.uv = input.uv;\ | |
| return output;\ | |
| }"; | |
| if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) | |
| return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! | |
| psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; | |
| // Create the input layout | |
| static D3D12_INPUT_ELEMENT_DESC local_layout[] = | |
| { | |
| { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | |
| { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, | |
| { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, 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; \ | |
| }"; | |
| if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) | |
| { | |
| vertexShaderBlob->Release(); | |
| return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! | |
| } | |
| psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->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_ONE; | |
| desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; | |
| 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; | |
| } | |
| HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateLinear)); | |
| if (result_pipeline_state != S_OK) | |
| { | |
| vertexShaderBlob->Release(); | |
| pixelShaderBlob->Release(); | |
| return false; | |
| } | |
| psoDesc.pRootSignature = bd->pRootSignatureNearest; | |
| result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest)); | |
| vertexShaderBlob->Release(); | |
| pixelShaderBlob->Release(); | |
| if (result_pipeline_state != S_OK) | |
| return false; | |
| // Create command allocator and command list for ImGui_ImplDX12_UpdateTexture() | |
| hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&bd->pTexCmdAllocator)); | |
| IM_ASSERT(SUCCEEDED(hr)); | |
| hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, bd->pTexCmdAllocator, nullptr, IID_PPV_ARGS(&bd->pTexCmdList)); | |
| IM_ASSERT(SUCCEEDED(hr)); | |
| hr = bd->pTexCmdList->Close(); | |
| IM_ASSERT(SUCCEEDED(hr)); | |
| // Create fence. | |
| hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence)); | |
| IM_ASSERT(hr == S_OK); | |
| bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); | |
| IM_ASSERT(bd->FenceEvent != nullptr); | |
| return true; | |
| } | |
| void ImGui_ImplDX12_InvalidateDeviceObjects() | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| if (!bd || !bd->pd3dDevice) | |
| return; | |
| SafeRelease(bd->pdxgiFactory); | |
| if (bd->commandQueueOwned) | |
| SafeRelease(bd->pCommandQueue); | |
| bd->commandQueueOwned = false; | |
| SafeRelease(bd->pRootSignatureLinear); | |
| SafeRelease(bd->pRootSignatureNearest); | |
| SafeRelease(bd->pPipelineStateLinear); | |
| SafeRelease(bd->pPipelineStateNearest); | |
| if (bd->pTexUploadBufferMapped) | |
| { | |
| D3D12_RANGE range = { 0, bd->pTexUploadBufferSize }; | |
| bd->pTexUploadBuffer->Unmap(0, &range); | |
| bd->pTexUploadBufferMapped = nullptr; | |
| } | |
| SafeRelease(bd->pTexUploadBuffer); | |
| SafeRelease(bd->pTexCmdList); | |
| SafeRelease(bd->pTexCmdAllocator); | |
| SafeRelease(bd->Fence); | |
| CloseHandle(bd->FenceEvent); | |
| bd->FenceEvent = nullptr; | |
| // Destroy all textures | |
| for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) | |
| if (tex->RefCount == 1) | |
| ImGui_ImplDX12_DestroyTexture(tex); | |
| for (UINT i = 0; i < bd->numFramesInFlight; i++) | |
| { | |
| ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; | |
| SafeRelease(fr->IndexBuffer); | |
| SafeRelease(fr->VertexBuffer); | |
| } | |
| } | |
| #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS | |
| static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info) | |
| { | |
| // Wrap legacy behavior of passing space for a single descriptor | |
| IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0); | |
| init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!"); | |
| *out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor; | |
| *out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor; | |
| bd->LegacySingleDescriptorUsed = true; | |
| }; | |
| init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE) | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| IM_ASSERT(bd->LegacySingleDescriptorUsed == true); | |
| bd->LegacySingleDescriptorUsed = false; | |
| }; | |
| } | |
| #endif | |
| bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| IMGUI_CHECKVERSION(); | |
| IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | |
| // Setup backend capabilities flags | |
| ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); | |
| bd->InitInfo = *init_info; // Deep copy | |
| init_info = &bd->InitInfo; | |
| bd->pd3dDevice = init_info->Device; | |
| IM_ASSERT(init_info->CommandQueue != nullptr); | |
| bd->pCommandQueue = init_info->CommandQueue; | |
| bd->RTVFormat = init_info->RTVFormat; | |
| bd->DSVFormat = init_info->DSVFormat; | |
| bd->numFramesInFlight = init_info->NumFramesInFlight; | |
| bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap; | |
| bd->tearingSupport = false; | |
| io.BackendRendererUserData = (void*)bd; | |
| io.BackendRendererName = "imgui_impl_dx12"; | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX12_DrawCallback_ResetRenderState; | |
| platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX12_DrawCallback_SetSamplerLinear; | |
| platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX12_DrawCallback_SetSamplerNearest; | |
| #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS | |
| if (init_info->SrvDescriptorAllocFn == nullptr) | |
| ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info); | |
| #endif | |
| IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); | |
| // Create buffers with a default size (they will later be grown as needed) | |
| bd->frameIndex = UINT_MAX; | |
| bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight]; | |
| for (int i = 0; i < (int)bd->numFramesInFlight; i++) | |
| { | |
| ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i]; | |
| fr->IndexBuffer = nullptr; | |
| fr->VertexBuffer = nullptr; | |
| fr->IndexBufferSize = 10000; | |
| fr->VertexBufferSize = 5000; | |
| } | |
| return true; | |
| } | |
| void ImGui_ImplDX12_Shutdown() | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplDX12_InvalidateDeviceObjects(); | |
| delete[] bd->pFrameResources; | |
| io.BackendRendererName = nullptr; | |
| io.BackendRendererUserData = nullptr; | |
| io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); | |
| platform_io.ClearRendererHandlers(); | |
| IM_DELETE(bd); | |
| } | |
| void ImGui_ImplDX12_NewFrame() | |
| { | |
| ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); | |
| if (!bd->pPipelineStateLinear) | |
| if (!ImGui_ImplDX12_CreateDeviceObjects()) | |
| IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!"); | |
| } | |
| //----------------------------------------------------------------------------- | |
| #endif // #ifndef IMGUI_DISABLE |