(Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators.

Ref 7708
This commit is contained in:
ocornut
2024-11-15 19:02:26 +01:00
parent 3260ea6954
commit 40b2286d16
4 changed files with 155 additions and 28 deletions

View File

@@ -25,6 +25,7 @@
// Config for example app
static const int APP_NUM_FRAMES_IN_FLIGHT = 3;
static const int APP_NUM_BACK_BUFFERS = 3;
static const int APP_SRV_HEAP_SIZE = 64;
struct FrameContext
{
@@ -32,6 +33,51 @@ struct FrameContext
UINT64 FenceValue;
};
// Simple free list based allocator
struct ExampleDescriptorHeapAllocator
{
ID3D12DescriptorHeap* Heap = nullptr;
D3D12_DESCRIPTOR_HEAP_TYPE HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu;
D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu;
UINT HeapHandleIncrement;
ImVector<int> FreeIndices;
void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap)
{
IM_ASSERT(Heap == nullptr && FreeIndices.empty());
Heap = heap;
D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
HeapType = desc.Type;
HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart();
HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart();
HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
FreeIndices.reserve((int)desc.NumDescriptors);
for (int n = desc.NumDescriptors; n > 0; n--)
FreeIndices.push_back(n);
}
void Destroy()
{
Heap = NULL;
FreeIndices.clear();
}
void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
{
IM_ASSERT(FreeIndices.Size > 0);
int idx = FreeIndices.back();
FreeIndices.pop_back();
out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement);
out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement);
}
void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle)
{
int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement);
int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement);
IM_ASSERT(cpu_idx == gpu_idx);
FreeIndices.push_back(cpu_idx);
}
};
// Data
static FrameContext g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {};
static UINT g_frameIndex = 0;
@@ -39,6 +85,7 @@ static UINT g_frameIndex = 0;
static ID3D12Device* g_pd3dDevice = nullptr;
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc;
static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
static ID3D12Fence* g_fence = nullptr;
@@ -93,10 +140,18 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
ImGui_ImplDX12_InitInfo init_info = {};
init_info.Device = g_pd3dDevice;
init_info.CommandQueue = g_pd3dCommandQueue;
init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT;
init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
// Allocating SRV descriptors (for textures) is up to the application, so we provide callbacks.
// (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap;
init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); };
init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); };
ImGui_ImplDX12_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
@@ -310,10 +365,11 @@ bool CreateDeviceD3D(HWND hWnd)
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.NumDescriptors = APP_SRV_HEAP_SIZE;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return false;
g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap);
}
{