Examples: DirectX12: Merge, various styling tweaks, update for 1.60 wip, synchronized Win32 features with other examples. (#301)

This commit is contained in:
omar
2018-02-22 22:18:59 +01:00
parent 913f3692a2
commit 9be7d048c8
6 changed files with 229 additions and 151 deletions

View File

@@ -1,19 +1,19 @@
// ImGui - standalone example application for DirectX 11
// ImGui - standalone example application for DirectX 12
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
#include <imgui.h>
#include "imgui.h"
#include "imgui_impl_dx12.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <tchar.h>
#define D3D11_CREATE_DEVICE_DEBUG 2
#define DX12_ENABLE_DEBUG_LAYER 0
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
bool FenceSignalled;
};
// Data
@@ -29,7 +29,7 @@ static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
static ID3D12Fence* g_fence = NULL;
static HANDLE g_fenceEvent = NULL;
static UINT64 g_fenceLastSignalledValue = 0;
static UINT64 g_fenceLastSignaledValue = 0;
static IDXGISwapChain3* g_pSwapChain = NULL;
static HANDLE g_hSwapChainWaitableObject = NULL;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
@@ -37,19 +37,11 @@ static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFER
void CreateRenderTarget()
{
DXGI_SWAP_CHAIN_DESC sd;
g_pSwapChain->GetDesc(&sd);
// Create the render target
ID3D12Resource* pBackBuffer;
D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;
render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
g_mainRenderTargetResource[i] = pBackBuffer;
}
}
@@ -60,7 +52,7 @@ void WaitForLastSubmittedFrame()
UINT64 fenceValue = frameCtxt->FenceValue;
if (fenceValue == 0)
return; // no fence was signalled
return; // No fence was signaled
frameCtxt->FenceValue = 0;
if (g_fence->GetCompletedValue() >= fenceValue)
@@ -75,15 +67,12 @@ FrameContext* WaitForNextFrameResources()
UINT nextFrameIndex = g_frameIndex + 1;
g_frameIndex = nextFrameIndex;
HANDLE waitableObjects[] = {
g_hSwapChainWaitableObject,
NULL,
};
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
DWORD numWaitableObjects = 1;
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtxt->FenceValue;
if (fenceValue != 0) // means no fence was signalled
if (fenceValue != 0) // means no fence was signaled
{
frameCtxt->FenceValue = 0;
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
@@ -125,7 +114,7 @@ void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
}
@@ -149,11 +138,7 @@ HRESULT CreateDeviceD3D(HWND hWnd)
sd.Stereo = FALSE;
}
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
featureLevel = D3D_FEATURE_LEVEL_11_0;
if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG)
if (DX12_ENABLE_DEBUG_LAYER)
{
ID3D12Debug* dx12Debug = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
@@ -162,6 +147,8 @@ HRESULT CreateDeviceD3D(HWND hWnd)
dx12Debug->Release();
}
}
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
return E_FAIL;
@@ -176,7 +163,8 @@ HRESULT CreateDeviceD3D(HWND hWnd)
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) {
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
}
@@ -200,11 +188,9 @@ HRESULT CreateDeviceD3D(HWND hWnd)
return E_FAIL;
}
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
{
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return E_FAIL;
}
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
g_pd3dCommandList->Close() != S_OK)
@@ -240,7 +226,7 @@ void CleanupDeviceD3D()
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
@@ -251,10 +237,10 @@ void CleanupDeviceD3D()
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplDX12_WndProcHandler(hWnd, msg, wParam, lParam))
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
@@ -283,7 +269,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
int main(int, char**)
{
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
@@ -300,30 +286,46 @@ int main(int, char**)
UpdateWindow(hwnd);
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
bool show_test_window = true;
// 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.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
@@ -332,31 +334,41 @@ int main(int, char**)
}
ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowDemoWindow(&show_demo_window);
}
// Rendering
@@ -374,10 +386,11 @@ int main(int, char**)
g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui::Render();
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData());
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
@@ -388,13 +401,15 @@ int main(int, char**)
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
auto fenceValue = g_fenceLastSignalledValue + 1;
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
g_fenceLastSignalledValue = fenceValue;
g_fenceLastSignaledValue = fenceValue;
frameCtxt->FenceValue = fenceValue;
}
ImGui_ImplDX12_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);