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	(Breaking) Backends: DX12: changed ImGui_ImplDX12_Init() signature. Added ImGui_ImplDX12_InitInfo. Added support for Srv allocators.
Ref 7708
This commit is contained in:
		@@ -19,6 +19,8 @@
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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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//  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).
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//  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.
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//  2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
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//  2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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//  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.
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@@ -57,6 +59,7 @@
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struct ImGui_ImplDX12_RenderBuffers;
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struct ImGui_ImplDX12_Data
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{
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    ImGui_ImplDX12_InitInfo     InitInfo;
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    ID3D12Device*               pd3dDevice;
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    ID3D12RootSignature*        pRootSignature;
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    ID3D12PipelineState*        pPipelineState;
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@@ -695,8 +698,14 @@ void    ImGui_ImplDX12_InvalidateDeviceObjects()
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    ImGuiIO& io = ImGui::GetIO();
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    SafeRelease(bd->pRootSignature);
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    SafeRelease(bd->pPipelineState);
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    // Free SRV descriptor used by texture
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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    if (bd->InitInfo.SrvDescriptorFreeFn != NULL)
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#endif
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        bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, bd->hFontSrvCpuDescHandle, bd->hFontSrvGpuDescHandle);
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    SafeRelease(bd->pFontTextureResource);
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    io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
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    io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well.
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    for (UINT i = 0; i < bd->numFramesInFlight; i++)
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    {
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@@ -706,8 +715,7 @@ void    ImGui_ImplDX12_InvalidateDeviceObjects()
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    }
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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)
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bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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{
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    ImGuiIO& io = ImGui::GetIO();
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    IMGUI_CHECKVERSION();
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@@ -715,21 +723,39 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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    // Setup backend capabilities flags
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    ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
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    bd->InitInfo = *init_info; // Deep copy
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    bd->pd3dDevice = init_info->Device;
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    bd->RTVFormat = init_info->RTVFormat;
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    bd->numFramesInFlight = init_info->NumFramesInFlight;
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    bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
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    io.BackendRendererUserData = (void*)bd;
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    io.BackendRendererName = "imgui_impl_dx12";
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    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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    bd->pd3dDevice = device;
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    bd->RTVFormat = rtv_format;
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    bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
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    bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
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    bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
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    bd->numFramesInFlight = num_frames_in_flight;
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    bd->pd3dSrvDescHeap = cbv_srv_heap;
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    bd->frameIndex = UINT_MAX;
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    // Allocate 1 SRV descriptor for the font texture
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    if (init_info->SrvDescriptorAllocFn != NULL)
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    {
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        IM_ASSERT(init_info->SrvDescriptorFreeFn != NULL);
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        init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->hFontSrvCpuDescHandle, &bd->hFontSrvGpuDescHandle);
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    }
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    else
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    {
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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        IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
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        bd->hFontSrvCpuDescHandle = init_info->LegacySingleSrvCpuDescriptor;
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        bd->hFontSrvGpuDescHandle = init_info->LegacySingleSrvGpuDescriptor;
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#else
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        IM_ASSERT(init_info->SrvDescriptorAllocFn != NULL);
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        IM_ASSERT(init_info->SrvDescriptorFreeFn != NULL);
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#endif
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    }
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    // Create buffers with a default size (they will later be grown as needed)
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    for (int i = 0; i < num_frames_in_flight; i++)
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    bd->frameIndex = UINT_MAX;
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    bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[bd->numFramesInFlight];
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    for (int i = 0; i < (int)bd->numFramesInFlight; i++)
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    {
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        ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
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        fr->IndexBuffer = nullptr;
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@@ -741,6 +767,22 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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    return true;
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}
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// Legacy initialization API Obsoleted in 1.91.5
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// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
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{
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    ImGui_ImplDX12_InitInfo init_info;
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    init_info.Device = device;
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    init_info.NumFramesInFlight = num_frames_in_flight;
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    init_info.RTVFormat = rtv_format;
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    init_info.SrvDescriptorHeap = srv_descriptor_heap;
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    init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
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    init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;;
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    return ImGui_ImplDX12_Init(&init_info);
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}
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#endif
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void ImGui_ImplDX12_Shutdown()
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{
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    ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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@@ -750,6 +792,7 @@ void ImGui_ImplDX12_Shutdown()
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    // Clean up windows and device objects
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    ImGui_ImplDX12_InvalidateDeviceObjects();
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    delete[] bd->pFrameResources;
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    io.BackendRendererName = nullptr;
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    io.BackendRendererUserData = nullptr;
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    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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@@ -21,24 +21,42 @@
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#include "imgui.h"      // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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#include <dxgiformat.h> // DXGI_FORMAT
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#include <d3d12.h>      // D3D12_CPU_DESCRIPTOR_HANDLE
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struct ID3D12Device;
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struct ID3D12DescriptorHeap;
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struct ID3D12GraphicsCommandList;
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struct D3D12_CPU_DESCRIPTOR_HANDLE;
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struct D3D12_GPU_DESCRIPTOR_HANDLE;
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// Initialization data, for ImGui_ImplDX12_Init()
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struct ImGui_ImplDX12_InitInfo
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{
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    ID3D12Device*               Device;
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    ID3D12CommandQueue*         CommandQueue;
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    int                         NumFramesInFlight;
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    DXGI_FORMAT                 RTVFormat;
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    void*                       UserData;
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    // Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
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    // (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
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    ID3D12DescriptorHeap*       SrvDescriptorHeap;
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    void                        (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
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    void                        (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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    D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
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    D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
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#endif
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    ImGui_ImplDX12_InitInfo()   { memset(this, 0, sizeof(*this)); }
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};
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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// Before calling the render function, caller must prepare the command list by resetting it and setting the appropriate
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// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
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// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
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IMGUI_IMPL_API 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);
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IMGUI_IMPL_API bool     ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
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IMGUI_IMPL_API void     ImGui_ImplDX12_Shutdown();
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IMGUI_IMPL_API void     ImGui_ImplDX12_NewFrame();
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IMGUI_IMPL_API void     ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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// Legacy initialization API Obsoleted in 1.91.5
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// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
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IMGUI_IMPL_API bool     ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
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#endif
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API bool     ImGui_ImplDX12_CreateDeviceObjects();
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IMGUI_IMPL_API void     ImGui_ImplDX12_InvalidateDeviceObjects();
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@@ -41,10 +41,20 @@ HOW TO UPDATE?
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Breaking changes:
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- Backends: DX12: Changed ImGui_ImplDX12_Init() signature to take a
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  ImGui_ImplDX12_InitInfo struct.
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  - Using the new API, application is now required to pass function pointers
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    to allocate/free SRV Descriptors.
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  - We provide convenience legacy fields to pass a single descriptor,
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    matching the old API, but upcoming features will want multiple.
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  - Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
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Other changes:
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- Error Handling: fixed cases where recoverable error handling would crash when 
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  processing errors outside of the NewFrame()..EndFrame() scope. (#1651)
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- Examples: Win32+DX12: Using a basic free-list allocator to manage multiple
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  SRV descriptors.
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-----------------------------------------------------------------------
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@@ -25,6 +25,7 @@
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// Config for example app
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static const int APP_NUM_FRAMES_IN_FLIGHT = 3;
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static const int APP_NUM_BACK_BUFFERS = 3;
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static const int APP_SRV_HEAP_SIZE = 64;
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struct FrameContext
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{
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@@ -32,6 +33,51 @@ struct FrameContext
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    UINT64                      FenceValue;
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};
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// Simple free list based allocator
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struct ExampleDescriptorHeapAllocator
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{
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    ID3D12DescriptorHeap*       Heap = nullptr;
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    D3D12_DESCRIPTOR_HEAP_TYPE  HeapType = D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES;
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    D3D12_CPU_DESCRIPTOR_HANDLE HeapStartCpu;
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    D3D12_GPU_DESCRIPTOR_HANDLE HeapStartGpu;
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    UINT                        HeapHandleIncrement;
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    ImVector<int>               FreeIndices;
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    void Create(ID3D12Device* device, ID3D12DescriptorHeap* heap)
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    {
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        IM_ASSERT(Heap == nullptr && FreeIndices.empty());
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        Heap = heap;
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        D3D12_DESCRIPTOR_HEAP_DESC desc = heap->GetDesc();
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        HeapType = desc.Type;
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        HeapStartCpu = Heap->GetCPUDescriptorHandleForHeapStart();
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        HeapStartGpu = Heap->GetGPUDescriptorHandleForHeapStart();
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        HeapHandleIncrement = device->GetDescriptorHandleIncrementSize(HeapType);
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        FreeIndices.reserve((int)desc.NumDescriptors);
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        for (int n = desc.NumDescriptors; n > 0; n--)
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            FreeIndices.push_back(n);
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    }
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    void Destroy()
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    {
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        Heap = NULL;
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        FreeIndices.clear();
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    }
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    void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
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    {
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        IM_ASSERT(FreeIndices.Size > 0);
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        int idx = FreeIndices.back();
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        FreeIndices.pop_back();
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        out_cpu_desc_handle->ptr = HeapStartCpu.ptr + (idx * HeapHandleIncrement);
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        out_gpu_desc_handle->ptr = HeapStartGpu.ptr + (idx * HeapHandleIncrement);
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    }
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    void Free(D3D12_CPU_DESCRIPTOR_HANDLE out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE out_gpu_desc_handle)
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    {
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        int cpu_idx = (int)((out_cpu_desc_handle.ptr - HeapStartCpu.ptr) / HeapHandleIncrement);
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        int gpu_idx = (int)((out_gpu_desc_handle.ptr - HeapStartGpu.ptr) / HeapHandleIncrement);
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        IM_ASSERT(cpu_idx == gpu_idx);
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        FreeIndices.push_back(cpu_idx);
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    }
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};
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// Data
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static FrameContext                 g_frameContext[APP_NUM_FRAMES_IN_FLIGHT] = {};
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static UINT                         g_frameIndex = 0;
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@@ -39,6 +85,7 @@ static UINT                         g_frameIndex = 0;
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static ID3D12Device*                g_pd3dDevice = nullptr;
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static ID3D12DescriptorHeap*        g_pd3dRtvDescHeap = nullptr;
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static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = nullptr;
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static ExampleDescriptorHeapAllocator g_pd3dSrvDescHeapAlloc;
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static ID3D12CommandQueue*          g_pd3dCommandQueue = nullptr;
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static ID3D12GraphicsCommandList*   g_pd3dCommandList = nullptr;
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static ID3D12Fence*                 g_fence = nullptr;
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@@ -93,10 +140,18 @@ int main(int, char**)
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		||||
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    // Setup Platform/Renderer backends
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    ImGui_ImplWin32_Init(hwnd);
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    ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
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        DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
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        g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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        g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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    ImGui_ImplDX12_InitInfo init_info = {};
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    init_info.Device = g_pd3dDevice;
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    init_info.CommandQueue = g_pd3dCommandQueue;
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    init_info.NumFramesInFlight = APP_NUM_FRAMES_IN_FLIGHT;
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    init_info.RTVFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
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    // 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);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    {
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user