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https://github.com/ocornut/imgui.git
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Merge latest from ocornut/imgui
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@@ -1,13 +1,14 @@
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// ImGui - standalone example application for DirectX 11
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include <assert.h>
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#include <imgui.h>
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#include "imgui_impl_dx12.h"
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <tchar.h>
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#define D3D11_CREATE_DEVICE_DEBUG 2
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struct FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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@@ -21,7 +22,6 @@ static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
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static UINT g_frameIndex = 0;
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static int const NUM_BACK_BUFFERS = 3;
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static IDXGIFactory4* g_pdxgiFactory = NULL;
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static ID3D12Device* g_pd3dDevice = NULL;
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static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
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static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
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@@ -35,27 +35,42 @@ static HANDLE g_hSwapChainWaitableObject = NULL;
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static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
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static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
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static void WaitForLastSubmittedFrame()
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void CreateRenderTarget()
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{
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DXGI_SWAP_CHAIN_DESC sd;
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g_pSwapChain->GetDesc(&sd);
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// Create the render target
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ID3D12Resource* pBackBuffer;
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D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
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{
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g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]);
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g_mainRenderTargetResource[i] = pBackBuffer;
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}
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}
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void WaitForLastSubmittedFrame()
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{
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FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtxt->FenceValue;
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if (fenceValue == 0) { // means no fence was signalled
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return;
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}
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if (fenceValue == 0)
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return; // no fence was signalled
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frameCtxt->FenceValue = 0;
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if (g_fence->GetCompletedValue() >= fenceValue) {
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if (g_fence->GetCompletedValue() >= fenceValue)
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return;
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}
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HRESULT hr = g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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assert(SUCCEEDED(hr));
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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WaitForSingleObject(g_fenceEvent, INFINITE);
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}
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static FrameContext* WaitForNextFrameResources()
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FrameContext* WaitForNextFrameResources()
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{
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UINT nextFrameIndex = g_frameIndex + 1;
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g_frameIndex = nextFrameIndex;
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@@ -68,123 +83,88 @@ static FrameContext* WaitForNextFrameResources()
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FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtxt->FenceValue;
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if (fenceValue != 0) { // means no fence was signalled
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if (fenceValue != 0) // means no fence was signalled
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{
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frameCtxt->FenceValue = 0;
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HRESULT hr = g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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assert(SUCCEEDED(hr));
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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waitableObjects[1] = g_fenceEvent;
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numWaitableObjects = 2;
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}
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HRESULT hr = WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
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assert(SUCCEEDED(hr));
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WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
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return frameCtxt;
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}
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void CreateRenderTarget(HWND hWnd, int width, int height)
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void ResizeSwapChain(HWND hWnd, int width, int height)
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{
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DXGI_SWAP_CHAIN_DESC1 desc = {};
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desc.Width = width;
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desc.Height = height;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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desc.Stereo = FALSE;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.BufferCount = NUM_BACK_BUFFERS;
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desc.Scaling = DXGI_SCALING_STRETCH;
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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desc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
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DXGI_SWAP_CHAIN_DESC1 sd;
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g_pSwapChain->GetDesc1(&sd);
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sd.Width = width;
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sd.Height = height;
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IDXGIFactory4* dxgiFactory = nullptr;
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g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
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g_pSwapChain->Release();
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CloseHandle(g_hSwapChainWaitableObject);
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IDXGISwapChain1* swapChain1 = NULL;
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HRESULT hr = g_pdxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &desc, NULL, NULL, &swapChain1);
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assert(SUCCEEDED(hr));
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hr = swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
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assert(SUCCEEDED(hr));
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dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
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swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
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swapChain1->Release();
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dxgiFactory->Release();
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hr = g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
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assert(SUCCEEDED(hr));
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g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
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g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
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assert(g_hSwapChainWaitableObject != NULL);
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for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
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{
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hr = g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&g_mainRenderTargetResource[i]));
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assert(SUCCEEDED(hr));
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g_pd3dDevice->CreateRenderTargetView(g_mainRenderTargetResource[i], NULL, g_mainRenderTargetDescriptor[i]);
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}
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}
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void CleanupRenderTarget()
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{
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WaitForLastSubmittedFrame();
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if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
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for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
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{
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if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
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}
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if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
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}
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HRESULT CreateDeviceD3D(HWND hWnd)
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{
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(void) hWnd;
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#ifdef _DEBUG
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC1 sd;
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{
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ID3D12Debug* debugController = NULL;
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = NUM_BACK_BUFFERS;
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sd.Width = 0;
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sd.Height = 0;
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sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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sd.Scaling = DXGI_SCALING_STRETCH;
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sd.Stereo = FALSE;
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}
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UINT createDeviceFlags = 0;
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//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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D3D_FEATURE_LEVEL featureLevel;
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featureLevel = D3D_FEATURE_LEVEL_11_0;
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if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG)
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{
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ID3D12Debug* dx12Debug = NULL;
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
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{
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debugController->EnableDebugLayer();
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debugController->Release();
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dx12Debug->EnableDebugLayer();
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dx12Debug->Release();
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}
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}
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#endif
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if (CreateDXGIFactory1(IID_PPV_ARGS(&g_pdxgiFactory)) != S_OK)
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if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
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return E_FAIL;
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IDXGIAdapter1* adapter = NULL;
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for (UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != g_pdxgiFactory->EnumAdapters1(adapterIndex, &adapter); ++adapterIndex)
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{
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DXGI_ADAPTER_DESC1 desc = {};
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adapter->GetDesc1(&desc);
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if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
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{
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adapter->Release();
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continue;
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}
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if (FAILED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), NULL)))
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{
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adapter->Release();
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continue;
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}
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break;
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}
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HRESULT hr = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&g_pd3dDevice));
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if (adapter != NULL)
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{
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adapter->Release();
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}
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if (FAILED(hr))
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return hr;
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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@@ -237,16 +217,31 @@ HRESULT CreateDeviceD3D(HWND hWnd)
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if (g_fenceEvent == NULL)
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return E_FAIL;
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{
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IDXGIFactory4* dxgiFactory = NULL;
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IDXGISwapChain1* swapChain1 = NULL;
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if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
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dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
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swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
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return E_FAIL;
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swapChain1->Release();
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dxgiFactory->Release();
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g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
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g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
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}
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CreateRenderTarget();
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return S_OK;
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}
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void CleanupDeviceD3D()
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{
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CleanupRenderTarget();
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if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
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if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
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for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
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{
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if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
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}
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if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
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if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
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if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
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@@ -254,7 +249,6 @@ void CleanupDeviceD3D()
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if (g_fence) { g_fence->Release(); g_fence = NULL; }
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if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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if (g_pdxgiFactory) { g_pdxgiFactory->Release(); g_pdxgiFactory = NULL; }
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}
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extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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@@ -270,7 +264,8 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGui_ImplDX12_InvalidateDeviceObjects();
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CleanupRenderTarget();
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CreateRenderTarget(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
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ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
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CreateRenderTarget();
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ImGui_ImplDX12_CreateDeviceObjects();
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}
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return 0;
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@@ -334,9 +329,6 @@ int main(int, char**)
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DispatchMessage(&msg);
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continue;
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}
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// Wait for frame resources to be available
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ImGui_ImplDX12_NewFrame();
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// 1. Show a simple window
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@@ -370,12 +362,7 @@ int main(int, char**)
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// Rendering
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FrameContext* frameCtxt = WaitForNextFrameResources();
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UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
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HRESULT hr = frameCtxt->CommandAllocator->Reset();
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assert(SUCCEEDED(hr));
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hr = g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
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assert(SUCCEEDED(hr));
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frameCtxt->CommandAllocator->Reset();
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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@@ -384,28 +371,24 @@ int main(int, char**)
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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g_pd3dCommandList->ResourceBarrier(1, &barrier);
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g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
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g_pd3dCommandList->ResourceBarrier(1, &barrier);
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g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
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g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
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g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
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ImGui::Render();
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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g_pd3dCommandList->ResourceBarrier(1, &barrier);
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hr = g_pd3dCommandList->Close();
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assert(SUCCEEDED(hr));
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g_pd3dCommandList->Close();
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g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
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hr = g_pSwapChain->Present(1, 0);
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assert(SUCCEEDED(hr));
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g_pSwapChain->Present(1, 0);
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auto fenceValue = g_fenceLastSignalledValue + 1;
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hr = g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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assert(SUCCEEDED(hr));
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g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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g_fenceLastSignalledValue = fenceValue;
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frameCtxt->FenceValue = fenceValue;
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}
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