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Examples: Win32+DX9,DX10,DX11,DX12: rework main loop to handle minimization and screen locking. (#2496, #3907, #6308, #7615)
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@@ -26,6 +26,8 @@
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#pragma comment(lib, "dxguid.lib")
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#endif
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#include "imgui_internal.h"
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struct FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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@@ -47,6 +49,7 @@ static ID3D12Fence* g_fence = nullptr;
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static HANDLE g_fenceEvent = nullptr;
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static UINT64 g_fenceLastSignaledValue = 0;
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static IDXGISwapChain3* g_pSwapChain = nullptr;
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static bool g_SwapChainOccluded = false;
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static HANDLE g_hSwapChainWaitableObject = nullptr;
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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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@@ -137,6 +140,14 @@ int main(int, char**)
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if (done)
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break;
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// Handle window screen locked
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if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
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{
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::Sleep(10);
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continue;
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}
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g_SwapChainOccluded = false;
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// Start the Dear ImGui frame
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ImGui_ImplDX12_NewFrame();
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ImGui_ImplWin32_NewFrame();
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@@ -209,8 +220,10 @@ int main(int, char**)
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g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
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g_pSwapChain->Present(1, 0); // Present with vsync
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//g_pSwapChain->Present(0, 0); // Present without vsync
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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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g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
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UINT64 fenceValue = g_fenceLastSignaledValue + 1;
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g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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