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https://github.com/ocornut/imgui.git
synced 2025-10-03 08:38:35 +00:00
Backends: DX12: Rework synchronization logic. (docking) (#8961)
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@@ -135,6 +135,7 @@ struct ImGui_ImplDX12_RenderBuffers
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// Buffers used for secondary viewports created by the multi-viewports systems
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struct ImGui_ImplDX12_FrameContext
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{
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UINT64 FenceValue;
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ID3D12CommandAllocator* CommandAllocator;
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ID3D12Resource* RenderTarget;
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
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@@ -150,8 +151,9 @@ struct ImGui_ImplDX12_ViewportData
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ID3D12GraphicsCommandList* CommandList;
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ID3D12DescriptorHeap* RtvDescHeap;
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IDXGISwapChain3* SwapChain;
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HANDLE SwapChainWaitableObject;
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ID3D12Fence* Fence;
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UINT64 FenceSignaledValue;
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UINT64 FenceLastSignaledValue;
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HANDLE FenceEvent;
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UINT NumFramesInFlight;
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ImGui_ImplDX12_FrameContext* FrameCtx;
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@@ -166,16 +168,18 @@ struct ImGui_ImplDX12_ViewportData
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CommandList = nullptr;
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RtvDescHeap = nullptr;
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SwapChain = nullptr;
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SwapChainWaitableObject = nullptr;
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Fence = nullptr;
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FenceSignaledValue = 0;
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FenceLastSignaledValue = 0;
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FenceEvent = nullptr;
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NumFramesInFlight = num_frames_in_flight;
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FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
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FrameIndex = UINT_MAX;
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FrameIndex = 0;
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FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
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for (UINT i = 0; i < NumFramesInFlight; ++i)
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{
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FrameCtx[i].FenceValue = 0;
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FrameCtx[i].CommandAllocator = nullptr;
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FrameCtx[i].RenderTarget = nullptr;
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@@ -191,6 +195,7 @@ struct ImGui_ImplDX12_ViewportData
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IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
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IM_ASSERT(RtvDescHeap == nullptr);
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IM_ASSERT(SwapChain == nullptr);
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IM_ASSERT(SwapChainWaitableObject == nullptr);
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IM_ASSERT(Fence == nullptr);
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IM_ASSERT(FenceEvent == nullptr);
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@@ -1043,18 +1048,12 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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vd->FrameIndex = UINT_MAX;
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// Create command queue.
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D3D12_COMMAND_QUEUE_DESC queue_desc = {};
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queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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HRESULT res = S_OK;
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res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
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IM_ASSERT(res == S_OK);
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// Use shared command queue from init info
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vd->FrameIndex = 0;
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vd->CommandQueue = bd->pCommandQueue;
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// Create command allocator.
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HRESULT res = S_OK;
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for (UINT i = 0; i < bd->numFramesInFlight; ++i)
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{
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res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
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@@ -1088,6 +1087,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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sd1.Scaling = DXGI_SCALING_NONE;
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sd1.Stereo = FALSE;
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sd1.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
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IDXGIFactory4* dxgi_factory = nullptr;
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res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
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@@ -1106,7 +1106,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
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swap_chain->Release();
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// Create the render targets
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// Create the render targets and waitable object
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if (vd->SwapChain)
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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@@ -1134,6 +1134,10 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
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vd->FrameCtx[i].RenderTarget = back_buffer;
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}
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hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight);
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IM_ASSERT(hr == S_OK);
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vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject();
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}
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for (UINT i = 0; i < bd->numFramesInFlight; i++)
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@@ -1142,16 +1146,29 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
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{
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HRESULT hr = S_FALSE;
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if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
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{
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hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
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HRESULT hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceLastSignaledValue);
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IM_ASSERT(hr == S_OK);
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::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
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hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
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hr = vd->Fence->SetEventOnCompletion(vd->FenceLastSignaledValue, vd->FenceEvent);
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IM_ASSERT(hr == S_OK);
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::WaitForSingleObject(vd->FenceEvent, INFINITE);
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}
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static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd)
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{
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ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight];
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if (vd->Fence->GetCompletedValue() < frame_context->FenceValue)
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{
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HRESULT hr = vd->Fence->SetEventOnCompletion(frame_context->FenceValue, vd->FenceEvent);
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IM_ASSERT(hr == S_OK);
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HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, vd->FenceEvent };
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::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
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}
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else
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{
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::WaitForSingleObject(vd->SwapChainWaitableObject, INFINITE);
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}
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return frame_context;
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}
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static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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@@ -1162,7 +1179,9 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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{
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ImGui_WaitForPendingOperations(vd);
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SafeRelease(vd->CommandQueue);
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vd->CommandQueue = nullptr;
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::CloseHandle(vd->SwapChainWaitableObject);
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vd->SwapChainWaitableObject = nullptr;
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SafeRelease(vd->CommandList);
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SafeRelease(vd->SwapChain);
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SafeRelease(vd->RtvDescHeap);
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@@ -1194,7 +1213,7 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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if (vd->SwapChain)
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{
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ID3D12Resource* back_buffer = nullptr;
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vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
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for (UINT i = 0; i < bd->numFramesInFlight; i++)
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{
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vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
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@@ -1209,7 +1228,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
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ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
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ImGui_ImplDX12_FrameContext* frame_context = ImGui_WaitForNextFrameContext(vd);
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UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
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const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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@@ -1239,9 +1258,11 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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cmd_list->ResourceBarrier(1, &barrier);
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cmd_list->Close();
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vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
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vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
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vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
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HRESULT hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceLastSignaledValue);
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IM_ASSERT(hr == S_OK);
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frame_context->FenceValue = vd->FenceLastSignaledValue;
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}
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static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
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@@ -1249,8 +1270,7 @@ static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
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ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
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vd->SwapChain->Present(0, 0);
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while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
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::SwitchToThread();
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vd->FrameIndex++;
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}
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void ImGui_ImplDX12_InitMultiViewportSupport()
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@@ -295,8 +295,6 @@ int main(int, char**)
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g_pd3dCommandList->Close();
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g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
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g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
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frameCtx->FenceValue = g_fenceLastSignaledValue;
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// Update and Render additional Platform Windows
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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@@ -305,6 +303,9 @@ int main(int, char**)
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ImGui::RenderPlatformWindowsDefault();
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}
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g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
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frameCtx->FenceValue = g_fenceLastSignaledValue;
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// Present
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HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
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//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
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