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@@ -20,6 +20,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-09-27: DirectX12: Reuse a command list and allocator for texture uploads instead of recreating them each time.
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
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// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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@@ -97,6 +98,9 @@ struct ImGui_ImplDX12_Data
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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ID3D12CommandAllocator* pTexCmdAllocator;
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ID3D12GraphicsCommandList* pTexCmdList;
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ImGui_ImplDX12_RenderBuffers* pFrameResources;
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UINT frameIndex;
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@@ -448,13 +452,12 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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// FIXME-OPT: Can upload buffer be reused?
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// FIXME-OPT: Could upload buffer be kept around, reused, and grown only when needed? Would that be worth it?
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ID3D12Resource* uploadBuffer = nullptr;
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HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
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IM_ASSERT(SUCCEEDED(hr));
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// Create temporary command list and execute immediately
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ID3D12Fence* fence = nullptr;
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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));
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@@ -462,15 +465,9 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
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HANDLE event = ::CreateEvent(0, 0, 0, 0);
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IM_ASSERT(event != nullptr);
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// FIXME-OPT: Create once and reuse?
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ID3D12CommandAllocator* cmdAlloc = nullptr;
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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));
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// FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
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ID3D12GraphicsCommandList* cmdList = nullptr;
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hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
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IM_ASSERT(SUCCEEDED(hr));
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bd->pTexCmdAllocator->Reset();
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bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr);
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ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList;
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// Copy to upload buffer
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void* mapped = nullptr;
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@@ -535,8 +532,6 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
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fence->SetEventOnCompletion(1, event);
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::WaitForSingleObject(event, INFINITE);
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cmdList->Release();
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cmdAlloc->Release();
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::CloseHandle(event);
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fence->Release();
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uploadBuffer->Release();
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@@ -776,6 +771,14 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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if (result_pipeline_state != S_OK)
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return false;
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// Create command allocator and command list for ImGui_ImplDX12_UpdateTexture()
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HRESULT hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&bd->pTexCmdAllocator));
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IM_ASSERT(SUCCEEDED(hr));
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hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, bd->pTexCmdAllocator, nullptr, IID_PPV_ARGS(&bd->pTexCmdList));
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IM_ASSERT(SUCCEEDED(hr));
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hr = bd->pTexCmdList->Close();
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IM_ASSERT(SUCCEEDED(hr));
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return true;
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}
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@@ -790,6 +793,8 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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bd->commandQueueOwned = false;
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SafeRelease(bd->pRootSignature);
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SafeRelease(bd->pPipelineState);
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SafeRelease(bd->pTexCmdList);
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SafeRelease(bd->pTexCmdAllocator);
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// Destroy all textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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@@ -73,6 +73,8 @@ Other Changes:
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- Backends: all backends call ImGuiPlatformIO::ClearPlatformHandlers() and
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ClearRendererHandlers() on shutdown, so as not to leave function pointers
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which may be dangling when using backend in e.g. DLL. (#8945, #2769)
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- Backends: DirectX12: reuse a command list and allocator for texture uploads instead
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of recreating them each time. (#8963, #8465) [@RT2Code]
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- Backends: OpenGL3: fixed GL loader to work on Haiku OS which does not support
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`RTLD_NOLOAD`. (#8952) [@Xottab-DUTY, @threedeyes]
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- Backends: SDL2,SDL3: avoid using the SDL_GetGlobalMouseState() path when one of our
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