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			403 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			403 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// ImGui - standalone example application for DirectX 11
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include <imgui.h>
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#include "imgui_impl_dx12.h"
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <tchar.h>
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#define D3D11_CREATE_DEVICE_DEBUG 2
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struct FrameContext
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{
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    ID3D12CommandAllocator* CommandAllocator;
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    UINT64                  FenceValue;
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    bool                    FenceSignalled;
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};
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// Data
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static int const                    NUM_FRAMES_IN_FLIGHT = 3;
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static FrameContext                 g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
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static UINT                         g_frameIndex = 0;
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static int const                    NUM_BACK_BUFFERS = 3;
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static ID3D12Device*                g_pd3dDevice = NULL;
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static ID3D12DescriptorHeap*        g_pd3dRtvDescHeap = NULL;
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static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = NULL;
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static ID3D12CommandQueue*          g_pd3dCommandQueue = NULL;
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static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
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static ID3D12Fence*                 g_fence = NULL;
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static HANDLE                       g_fenceEvent = NULL;
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static UINT64                       g_fenceLastSignalledValue = 0;
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static IDXGISwapChain3*             g_pSwapChain = NULL;
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static HANDLE                       g_hSwapChainWaitableObject = NULL;
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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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void CreateRenderTarget()
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{
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    DXGI_SWAP_CHAIN_DESC sd;
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    g_pSwapChain->GetDesc(&sd);
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    // Create the render target
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    ID3D12Resource* pBackBuffer;
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    D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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    ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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    render_target_view_desc.Format = sd.BufferDesc.Format;
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    render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
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    for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
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    {
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        g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]);
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        g_mainRenderTargetResource[i] = pBackBuffer;
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    }
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}
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void WaitForLastSubmittedFrame()
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{
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    FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
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    UINT64 fenceValue = frameCtxt->FenceValue;
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    if (fenceValue == 0)
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        return; // no fence was signalled
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    frameCtxt->FenceValue = 0;
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    if (g_fence->GetCompletedValue() >= fenceValue)
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        return;
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    g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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    WaitForSingleObject(g_fenceEvent, INFINITE);
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}
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FrameContext* WaitForNextFrameResources()
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{
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    UINT nextFrameIndex = g_frameIndex + 1;
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    g_frameIndex = nextFrameIndex;
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    HANDLE waitableObjects[] = {
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        g_hSwapChainWaitableObject,
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        NULL,
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    };
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    DWORD numWaitableObjects = 1;
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    FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
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    UINT64 fenceValue = frameCtxt->FenceValue;
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    if (fenceValue != 0) // means no fence was signalled
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    {
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        frameCtxt->FenceValue = 0;
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        g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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        waitableObjects[1] = g_fenceEvent;
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        numWaitableObjects = 2;
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    }
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    WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
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    return frameCtxt;
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}
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void ResizeSwapChain(HWND hWnd, int width, int height)
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{
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    DXGI_SWAP_CHAIN_DESC1 sd;
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    g_pSwapChain->GetDesc1(&sd);
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    sd.Width = width;
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    sd.Height = height;
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    IDXGIFactory4* dxgiFactory = nullptr;
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    g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
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    g_pSwapChain->Release();
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    CloseHandle(g_hSwapChainWaitableObject);
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    IDXGISwapChain1* swapChain1 = NULL;
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    dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
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    swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
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    swapChain1->Release();
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    dxgiFactory->Release();
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    g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
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    g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
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    assert(g_hSwapChainWaitableObject != NULL);
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}
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void CleanupRenderTarget()
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{
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    WaitForLastSubmittedFrame();
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    for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
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        if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
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}
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HRESULT CreateDeviceD3D(HWND hWnd)
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{
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    // Setup swap chain
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    DXGI_SWAP_CHAIN_DESC1 sd;
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    {
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        ZeroMemory(&sd, sizeof(sd));
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        sd.BufferCount = NUM_BACK_BUFFERS;
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        sd.Width = 0;
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        sd.Height = 0;
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        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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        sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
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        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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        sd.SampleDesc.Count = 1;
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        sd.SampleDesc.Quality = 0;
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        sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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        sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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        sd.Scaling = DXGI_SCALING_STRETCH;
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        sd.Stereo = FALSE;
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    }
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    UINT createDeviceFlags = 0;
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    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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    D3D_FEATURE_LEVEL featureLevel;
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    featureLevel = D3D_FEATURE_LEVEL_11_0;
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    if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG)
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    {
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        ID3D12Debug* dx12Debug = NULL;
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        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
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        {
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            dx12Debug->EnableDebugLayer();
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            dx12Debug->Release();
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        }
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    }
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    if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
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        return E_FAIL;
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    {
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        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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        desc.Type           = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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        desc.NumDescriptors = NUM_BACK_BUFFERS;
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        desc.Flags          = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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        desc.NodeMask       = 1;
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        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
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            return E_FAIL;
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        SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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        D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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        for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) {
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            g_mainRenderTargetDescriptor[i] = rtvHandle;
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            rtvHandle.ptr += rtvDescriptorSize;
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        }
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    }
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    {
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        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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        desc.NumDescriptors = 1;
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        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
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            return E_FAIL;
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    }
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    {
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        D3D12_COMMAND_QUEUE_DESC desc = {};
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        desc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
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        desc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
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        desc.NodeMask = 1;
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        if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
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            return E_FAIL;
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    }
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    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
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    {
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        if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
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            return E_FAIL;
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    }
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    if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
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        g_pd3dCommandList->Close() != S_OK)
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        return E_FAIL;
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    if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
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        return E_FAIL;
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    g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
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    if (g_fenceEvent == NULL)
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        return E_FAIL;
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    {
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        IDXGIFactory4* dxgiFactory = NULL;
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        IDXGISwapChain1* swapChain1 = NULL;
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        if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
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            dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
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            swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
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            return E_FAIL;
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        swapChain1->Release();
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        dxgiFactory->Release();
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        g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
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        g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
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    }
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    CreateRenderTarget();
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    return S_OK;
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}
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void CleanupDeviceD3D()
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{
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    CleanupRenderTarget();
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    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
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    if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
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    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
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        if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
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    if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
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    if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
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    if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
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    if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
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    if (g_fence) { g_fence->Release(); g_fence = NULL; }
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    if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
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    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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}
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extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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    if (ImGui_ImplDX12_WndProcHandler(hWnd, msg, wParam, lParam))
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        return true;
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    switch (msg)
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    {
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    case WM_SIZE:
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        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
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        {
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            ImGui_ImplDX12_InvalidateDeviceObjects();
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            CleanupRenderTarget();
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            ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
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            CreateRenderTarget();
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            ImGui_ImplDX12_CreateDeviceObjects();
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        }
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        return 0;
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    case WM_SYSCOMMAND:
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        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
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            return 0;
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        break;
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    case WM_DESTROY:
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        PostQuitMessage(0);
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        return 0;
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    }
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    return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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int main(int, char**)
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{
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    // Create application window
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    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
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    RegisterClassEx(&wc);
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    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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    // Initialize Direct3D
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    if (CreateDeviceD3D(hwnd) < 0)
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    {
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        CleanupDeviceD3D();
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        UnregisterClass(_T("ImGui Example"), wc.hInstance);
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        return 1;
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    }
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    // Show the window
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    ShowWindow(hwnd, SW_SHOWDEFAULT);
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    UpdateWindow(hwnd);
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    // Setup ImGui binding
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    ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
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        DXGI_FORMAT_R8G8B8A8_UNORM,
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        g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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        g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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    // Load Fonts
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    // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
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    //ImGuiIO& io = ImGui::GetIO();
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    //io.Fonts->AddFontDefault();
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
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    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
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    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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    bool show_test_window = true;
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    bool show_another_window = false;
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    ImVec4 clear_col = ImColor(114, 144, 154);
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    // Main loop
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    MSG msg;
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    ZeroMemory(&msg, sizeof(msg));
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    while (msg.message != WM_QUIT)
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    {
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        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
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        {
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            TranslateMessage(&msg);
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            DispatchMessage(&msg);
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            continue;
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        }
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        ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
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        // 1. Show a simple window
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        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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        {
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            static float f = 0.0f;
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            ImGui::Text("Hello, world!");
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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            ImGui::ColorEdit3("clear color", (float*)&clear_col);
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            if (ImGui::Button("Test Window")) show_test_window ^= 1;
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            if (ImGui::Button("Another Window")) show_another_window ^= 1;
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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        }
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        // 2. Show another simple window, this time using an explicit Begin/End pair
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        if (show_another_window)
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        {
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            ImGui::Begin("Another Window", &show_another_window);
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            ImGui::Text("Hello from another window!");
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            ImGui::End();
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        }
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        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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        if (show_test_window)
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        {
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            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!
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            ImGui::ShowTestWindow(&show_test_window);
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        }
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        // Rendering
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        FrameContext* frameCtxt = WaitForNextFrameResources();
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        UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
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        frameCtxt->CommandAllocator->Reset();
 | 
						|
 | 
						|
        D3D12_RESOURCE_BARRIER barrier = {};
 | 
						|
        barrier.Type                   = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
 | 
						|
        barrier.Flags                  = D3D12_RESOURCE_BARRIER_FLAG_NONE;
 | 
						|
        barrier.Transition.pResource   = g_mainRenderTargetResource[backBufferIdx];
 | 
						|
        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
 | 
						|
        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
 | 
						|
        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_RENDER_TARGET;
 | 
						|
 | 
						|
        g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
 | 
						|
        g_pd3dCommandList->ResourceBarrier(1, &barrier);
 | 
						|
        g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
 | 
						|
        g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
 | 
						|
        g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
 | 
						|
        ImGui::Render();
 | 
						|
        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
 | 
						|
        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
 | 
						|
        g_pd3dCommandList->ResourceBarrier(1, &barrier);
 | 
						|
        g_pd3dCommandList->Close();
 | 
						|
 | 
						|
        g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
 | 
						|
 | 
						|
        g_pSwapChain->Present(1, 0); // Present with vsync
 | 
						|
        //g_pSwapChain->Present(0, 0); // Present without vsync
 | 
						|
 | 
						|
        auto fenceValue = g_fenceLastSignalledValue + 1;
 | 
						|
        g_pd3dCommandQueue->Signal(g_fence, fenceValue);
 | 
						|
        g_fenceLastSignalledValue = fenceValue;
 | 
						|
        frameCtxt->FenceValue = fenceValue;
 | 
						|
    }
 | 
						|
 | 
						|
    ImGui_ImplDX12_Shutdown();
 | 
						|
    CleanupDeviceD3D();
 | 
						|
    UnregisterClass(_T("ImGui Example"), wc.hInstance);
 | 
						|
 | 
						|
    return 0;
 | 
						|
}
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