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			716 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			716 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// dear imgui: Renderer Backend for DirectX12
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// To build this on 32-bit systems:
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// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
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// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
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// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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//  2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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//  2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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//  2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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//  2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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//  2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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//  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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//  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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//  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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//  2019-03-29: Misc: Various minor tidying up.
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//  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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//  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
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//  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
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//  2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
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//  2018-02-22: Merged into master with all Win32 code synchronized to other examples.
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#include "imgui.h"
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#include "imgui_impl_dx12.h"
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// DirectX
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX data
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static ID3D12Device*                g_pd3dDevice = NULL;
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static ID3D12RootSignature*         g_pRootSignature = NULL;
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static ID3D12PipelineState*         g_pPipelineState = NULL;
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static DXGI_FORMAT                  g_RTVFormat = DXGI_FORMAT_UNKNOWN;
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static ID3D12Resource*              g_pFontTextureResource = NULL;
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static D3D12_CPU_DESCRIPTOR_HANDLE  g_hFontSrvCpuDescHandle = {};
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static D3D12_GPU_DESCRIPTOR_HANDLE  g_hFontSrvGpuDescHandle = {};
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struct FrameResources
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{
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    ID3D12Resource*     IndexBuffer;
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    ID3D12Resource*     VertexBuffer;
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    int                 IndexBufferSize;
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    int                 VertexBufferSize;
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};
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static FrameResources*  g_pFrameResources = NULL;
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static UINT             g_numFramesInFlight = 0;
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static UINT             g_frameIndex = UINT_MAX;
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template<typename T>
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static void SafeRelease(T*& res)
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{
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    if (res)
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        res->Release();
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    res = NULL;
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}
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struct VERTEX_CONSTANT_BUFFER
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{
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    float   mvp[4][4];
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};
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, FrameResources* fr)
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{
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    // Setup orthographic projection matrix into our constant buffer
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    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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    VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
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    {
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        float L = draw_data->DisplayPos.x;
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        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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        float T = draw_data->DisplayPos.y;
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        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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        float mvp[4][4] =
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        {
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            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
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            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
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            { 0.0f,         0.0f,           0.5f,       0.0f },
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            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
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        };
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        memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
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    }
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    // Setup viewport
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    D3D12_VIEWPORT vp;
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    memset(&vp, 0, sizeof(D3D12_VIEWPORT));
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    vp.Width = draw_data->DisplaySize.x;
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    vp.Height = draw_data->DisplaySize.y;
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    vp.MinDepth = 0.0f;
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    vp.MaxDepth = 1.0f;
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    vp.TopLeftX = vp.TopLeftY = 0.0f;
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    ctx->RSSetViewports(1, &vp);
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    // Bind shader and vertex buffers
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    unsigned int stride = sizeof(ImDrawVert);
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    unsigned int offset = 0;
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    D3D12_VERTEX_BUFFER_VIEW vbv;
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    memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
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    vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
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    vbv.SizeInBytes = fr->VertexBufferSize * stride;
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    vbv.StrideInBytes = stride;
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    ctx->IASetVertexBuffers(0, 1, &vbv);
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    D3D12_INDEX_BUFFER_VIEW ibv;
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    memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
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    ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
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    ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
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    ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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    ctx->IASetIndexBuffer(&ibv);
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    ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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    ctx->SetPipelineState(g_pPipelineState);
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    ctx->SetGraphicsRootSignature(g_pRootSignature);
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    ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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    // Setup blend factor
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    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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    ctx->OMSetBlendFactor(blend_factor);
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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{
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    // Avoid rendering when minimized
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    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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        return;
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    // FIXME: I'm assuming that this only gets called once per frame!
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    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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    g_frameIndex = g_frameIndex + 1;
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    FrameResources* fr = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
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    // Create and grow vertex/index buffers if needed
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    if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
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    {
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        SafeRelease(fr->VertexBuffer);
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        fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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        D3D12_HEAP_PROPERTIES props;
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        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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        props.Type = D3D12_HEAP_TYPE_UPLOAD;
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        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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        D3D12_RESOURCE_DESC desc;
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        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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        desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
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        desc.Height = 1;
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        desc.DepthOrArraySize = 1;
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        desc.MipLevels = 1;
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        desc.Format = DXGI_FORMAT_UNKNOWN;
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        desc.SampleDesc.Count = 1;
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        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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        if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
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            return;
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    }
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    if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
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    {
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        SafeRelease(fr->IndexBuffer);
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        fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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        D3D12_HEAP_PROPERTIES props;
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        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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        props.Type = D3D12_HEAP_TYPE_UPLOAD;
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        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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        D3D12_RESOURCE_DESC desc;
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        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
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        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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        desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
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        desc.Height = 1;
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        desc.DepthOrArraySize = 1;
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        desc.MipLevels = 1;
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        desc.Format = DXGI_FORMAT_UNKNOWN;
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        desc.SampleDesc.Count = 1;
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        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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        if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
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            return;
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    }
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    // Upload vertex/index data into a single contiguous GPU buffer
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    void* vtx_resource, *idx_resource;
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    D3D12_RANGE range;
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    memset(&range, 0, sizeof(D3D12_RANGE));
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    if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
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        return;
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    if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
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        return;
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    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
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    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
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    for (int n = 0; n < draw_data->CmdListsCount; n++)
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    {
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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        vtx_dst += cmd_list->VtxBuffer.Size;
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        idx_dst += cmd_list->IdxBuffer.Size;
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    }
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    fr->VertexBuffer->Unmap(0, &range);
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    fr->IndexBuffer->Unmap(0, &range);
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    // Setup desired DX state
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    ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
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    // Render command lists
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    // (Because we merged all buffers into a single one, we maintain our own offset into them)
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    int global_vtx_offset = 0;
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    int global_idx_offset = 0;
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    ImVec2 clip_off = draw_data->DisplayPos;
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    for (int n = 0; n < draw_data->CmdListsCount; n++)
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    {
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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        {
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            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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            if (pcmd->UserCallback != NULL)
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            {
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                // User callback, registered via ImDrawList::AddCallback()
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                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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                    ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
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                else
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                    pcmd->UserCallback(cmd_list, pcmd);
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            }
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            else
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            {
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                // Apply Scissor, Bind texture, Draw
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                const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
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                if (r.right > r.left && r.bottom > r.top)
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                {
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                    D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
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                    texture_handle.ptr = (UINT64)pcmd->GetTexID();
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                    ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
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                    ctx->RSSetScissorRects(1, &r);
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                    ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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                }
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            }
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        }
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        global_idx_offset += cmd_list->IdxBuffer.Size;
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        global_vtx_offset += cmd_list->VtxBuffer.Size;
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    }
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}
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static void ImGui_ImplDX12_CreateFontsTexture()
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{
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    // Build texture atlas
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    ImGuiIO& io = ImGui::GetIO();
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    unsigned char* pixels;
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    int width, height;
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    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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    // Upload texture to graphics system
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    {
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        D3D12_HEAP_PROPERTIES props;
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        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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        props.Type = D3D12_HEAP_TYPE_DEFAULT;
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        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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        D3D12_RESOURCE_DESC desc;
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        ZeroMemory(&desc, sizeof(desc));
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        desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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        desc.Alignment = 0;
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        desc.Width = width;
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        desc.Height = height;
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        desc.DepthOrArraySize = 1;
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        desc.MipLevels = 1;
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        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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        desc.SampleDesc.Count = 1;
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        desc.SampleDesc.Quality = 0;
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        desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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        ID3D12Resource* pTexture = NULL;
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        g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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            D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
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        UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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        UINT uploadSize = height * uploadPitch;
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        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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        desc.Alignment = 0;
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        desc.Width = uploadSize;
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        desc.Height = 1;
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        desc.DepthOrArraySize = 1;
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        desc.MipLevels = 1;
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        desc.Format = DXGI_FORMAT_UNKNOWN;
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        desc.SampleDesc.Count = 1;
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        desc.SampleDesc.Quality = 0;
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        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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        props.Type = D3D12_HEAP_TYPE_UPLOAD;
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        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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        ID3D12Resource* uploadBuffer = NULL;
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        HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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            D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
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        IM_ASSERT(SUCCEEDED(hr));
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        void* mapped = NULL;
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        D3D12_RANGE range = { 0, uploadSize };
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        hr = uploadBuffer->Map(0, &range, &mapped);
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        IM_ASSERT(SUCCEEDED(hr));
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        for (int y = 0; y < height; y++)
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            memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
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        uploadBuffer->Unmap(0, &range);
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						|
 | 
						|
        D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
 | 
						|
        srcLocation.pResource = uploadBuffer;
 | 
						|
        srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
 | 
						|
        srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | 
						|
        srcLocation.PlacedFootprint.Footprint.Width = width;
 | 
						|
        srcLocation.PlacedFootprint.Footprint.Height = height;
 | 
						|
        srcLocation.PlacedFootprint.Footprint.Depth = 1;
 | 
						|
        srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
 | 
						|
 | 
						|
        D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
 | 
						|
        dstLocation.pResource = pTexture;
 | 
						|
        dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
 | 
						|
        dstLocation.SubresourceIndex = 0;
 | 
						|
 | 
						|
        D3D12_RESOURCE_BARRIER barrier = {};
 | 
						|
        barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
 | 
						|
        barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
 | 
						|
        barrier.Transition.pResource   = pTexture;
 | 
						|
        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
 | 
						|
        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
 | 
						|
        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
 | 
						|
 | 
						|
        ID3D12Fence* fence = NULL;
 | 
						|
        hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
 | 
						|
        IM_ASSERT(SUCCEEDED(hr));
 | 
						|
 | 
						|
        HANDLE event = CreateEvent(0, 0, 0, 0);
 | 
						|
        IM_ASSERT(event != NULL);
 | 
						|
 | 
						|
        D3D12_COMMAND_QUEUE_DESC queueDesc = {};
 | 
						|
        queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
 | 
						|
        queueDesc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
 | 
						|
        queueDesc.NodeMask = 1;
 | 
						|
 | 
						|
        ID3D12CommandQueue* cmdQueue = NULL;
 | 
						|
        hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
 | 
						|
        IM_ASSERT(SUCCEEDED(hr));
 | 
						|
 | 
						|
        ID3D12CommandAllocator* cmdAlloc = NULL;
 | 
						|
        hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
 | 
						|
        IM_ASSERT(SUCCEEDED(hr));
 | 
						|
 | 
						|
        ID3D12GraphicsCommandList* cmdList = NULL;
 | 
						|
        hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
 | 
						|
        IM_ASSERT(SUCCEEDED(hr));
 | 
						|
 | 
						|
        cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
 | 
						|
        cmdList->ResourceBarrier(1, &barrier);
 | 
						|
 | 
						|
        hr = cmdList->Close();
 | 
						|
        IM_ASSERT(SUCCEEDED(hr));
 | 
						|
 | 
						|
        cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
 | 
						|
        hr = cmdQueue->Signal(fence, 1);
 | 
						|
        IM_ASSERT(SUCCEEDED(hr));
 | 
						|
 | 
						|
        fence->SetEventOnCompletion(1, event);
 | 
						|
        WaitForSingleObject(event, INFINITE);
 | 
						|
 | 
						|
        cmdList->Release();
 | 
						|
        cmdAlloc->Release();
 | 
						|
        cmdQueue->Release();
 | 
						|
        CloseHandle(event);
 | 
						|
        fence->Release();
 | 
						|
        uploadBuffer->Release();
 | 
						|
 | 
						|
        // Create texture view
 | 
						|
        D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
 | 
						|
        ZeroMemory(&srvDesc, sizeof(srvDesc));
 | 
						|
        srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 | 
						|
        srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
 | 
						|
        srvDesc.Texture2D.MipLevels = desc.MipLevels;
 | 
						|
        srvDesc.Texture2D.MostDetailedMip = 0;
 | 
						|
        srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
 | 
						|
        g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
 | 
						|
        SafeRelease(g_pFontTextureResource);
 | 
						|
        g_pFontTextureResource = pTexture;
 | 
						|
    }
 | 
						|
 | 
						|
    // Store our identifier
 | 
						|
    // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
 | 
						|
    // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
 | 
						|
    // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
 | 
						|
    // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
 | 
						|
    // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
 | 
						|
    // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
 | 
						|
    // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
 | 
						|
    static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
 | 
						|
    io.Fonts->SetTexID((ImTextureID)g_hFontSrvGpuDescHandle.ptr);
 | 
						|
}
 | 
						|
 | 
						|
bool    ImGui_ImplDX12_CreateDeviceObjects()
 | 
						|
{
 | 
						|
    if (!g_pd3dDevice)
 | 
						|
        return false;
 | 
						|
    if (g_pPipelineState)
 | 
						|
        ImGui_ImplDX12_InvalidateDeviceObjects();
 | 
						|
 | 
						|
    // Create the root signature
 | 
						|
    {
 | 
						|
        D3D12_DESCRIPTOR_RANGE descRange = {};
 | 
						|
        descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
 | 
						|
        descRange.NumDescriptors = 1;
 | 
						|
        descRange.BaseShaderRegister = 0;
 | 
						|
        descRange.RegisterSpace = 0;
 | 
						|
        descRange.OffsetInDescriptorsFromTableStart = 0;
 | 
						|
 | 
						|
        D3D12_ROOT_PARAMETER param[2] = {};
 | 
						|
 | 
						|
        param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
 | 
						|
        param[0].Constants.ShaderRegister = 0;
 | 
						|
        param[0].Constants.RegisterSpace = 0;
 | 
						|
        param[0].Constants.Num32BitValues = 16;
 | 
						|
        param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
 | 
						|
 | 
						|
        param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
 | 
						|
        param[1].DescriptorTable.NumDescriptorRanges = 1;
 | 
						|
        param[1].DescriptorTable.pDescriptorRanges = &descRange;
 | 
						|
        param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
 | 
						|
 | 
						|
        D3D12_STATIC_SAMPLER_DESC staticSampler = {};
 | 
						|
        staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
 | 
						|
        staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
 | 
						|
        staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
 | 
						|
        staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
 | 
						|
        staticSampler.MipLODBias = 0.f;
 | 
						|
        staticSampler.MaxAnisotropy = 0;
 | 
						|
        staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
 | 
						|
        staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
 | 
						|
        staticSampler.MinLOD = 0.f;
 | 
						|
        staticSampler.MaxLOD = 0.f;
 | 
						|
        staticSampler.ShaderRegister = 0;
 | 
						|
        staticSampler.RegisterSpace = 0;
 | 
						|
        staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
 | 
						|
 | 
						|
        D3D12_ROOT_SIGNATURE_DESC desc = {};
 | 
						|
        desc.NumParameters = _countof(param);
 | 
						|
        desc.pParameters = param;
 | 
						|
        desc.NumStaticSamplers = 1;
 | 
						|
        desc.pStaticSamplers = &staticSampler;
 | 
						|
        desc.Flags =
 | 
						|
            D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
 | 
						|
            D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
 | 
						|
            D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
 | 
						|
            D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
 | 
						|
 | 
						|
        // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
 | 
						|
        // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
 | 
						|
        static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
 | 
						|
        if (d3d12_dll == NULL)
 | 
						|
        {
 | 
						|
            // Attempt to load d3d12.dll from local directories. This will only succeed if
 | 
						|
            // (1) the current OS is Windows 7, and
 | 
						|
            // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
 | 
						|
            // See https://github.com/ocornut/imgui/pull/3696 for details.
 | 
						|
            const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
 | 
						|
            for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
 | 
						|
                if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
 | 
						|
                    break;
 | 
						|
 | 
						|
            // If failed, we are on Windows >= 10.
 | 
						|
            if (d3d12_dll == NULL)
 | 
						|
                d3d12_dll = ::LoadLibraryA("d3d12.dll");
 | 
						|
 | 
						|
            if (d3d12_dll == NULL)
 | 
						|
                return false;
 | 
						|
        }
 | 
						|
 | 
						|
        PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
 | 
						|
        if (D3D12SerializeRootSignatureFn == NULL)
 | 
						|
            return false;
 | 
						|
 | 
						|
        ID3DBlob* blob = NULL;
 | 
						|
        if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
 | 
						|
            return false;
 | 
						|
 | 
						|
        g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
 | 
						|
        blob->Release();
 | 
						|
    }
 | 
						|
 | 
						|
    // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
 | 
						|
    // If you would like to use this DX12 sample code but remove this dependency you can:
 | 
						|
    //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
 | 
						|
    //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
 | 
						|
    // See https://github.com/ocornut/imgui/pull/638 for sources and details.
 | 
						|
 | 
						|
    D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
 | 
						|
    memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
 | 
						|
    psoDesc.NodeMask = 1;
 | 
						|
    psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
 | 
						|
    psoDesc.pRootSignature = g_pRootSignature;
 | 
						|
    psoDesc.SampleMask = UINT_MAX;
 | 
						|
    psoDesc.NumRenderTargets = 1;
 | 
						|
    psoDesc.RTVFormats[0] = g_RTVFormat;
 | 
						|
    psoDesc.SampleDesc.Count = 1;
 | 
						|
    psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
 | 
						|
 | 
						|
    ID3DBlob* vertexShaderBlob;
 | 
						|
    ID3DBlob* pixelShaderBlob;
 | 
						|
 | 
						|
    // Create the vertex shader
 | 
						|
    {
 | 
						|
        static const char* vertexShader =
 | 
						|
            "cbuffer vertexBuffer : register(b0) \
 | 
						|
            {\
 | 
						|
              float4x4 ProjectionMatrix; \
 | 
						|
            };\
 | 
						|
            struct VS_INPUT\
 | 
						|
            {\
 | 
						|
              float2 pos : POSITION;\
 | 
						|
              float4 col : COLOR0;\
 | 
						|
              float2 uv  : TEXCOORD0;\
 | 
						|
            };\
 | 
						|
            \
 | 
						|
            struct PS_INPUT\
 | 
						|
            {\
 | 
						|
              float4 pos : SV_POSITION;\
 | 
						|
              float4 col : COLOR0;\
 | 
						|
              float2 uv  : TEXCOORD0;\
 | 
						|
            };\
 | 
						|
            \
 | 
						|
            PS_INPUT main(VS_INPUT input)\
 | 
						|
            {\
 | 
						|
              PS_INPUT output;\
 | 
						|
              output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
 | 
						|
              output.col = input.col;\
 | 
						|
              output.uv  = input.uv;\
 | 
						|
              return output;\
 | 
						|
            }";
 | 
						|
 | 
						|
        if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
 | 
						|
            return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
 | 
						|
        psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
 | 
						|
 | 
						|
        // Create the input layout
 | 
						|
        static D3D12_INPUT_ELEMENT_DESC local_layout[] =
 | 
						|
        {
 | 
						|
            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
 | 
						|
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
 | 
						|
            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
 | 
						|
        };
 | 
						|
        psoDesc.InputLayout = { local_layout, 3 };
 | 
						|
    }
 | 
						|
 | 
						|
    // Create the pixel shader
 | 
						|
    {
 | 
						|
        static const char* pixelShader =
 | 
						|
            "struct PS_INPUT\
 | 
						|
            {\
 | 
						|
              float4 pos : SV_POSITION;\
 | 
						|
              float4 col : COLOR0;\
 | 
						|
              float2 uv  : TEXCOORD0;\
 | 
						|
            };\
 | 
						|
            SamplerState sampler0 : register(s0);\
 | 
						|
            Texture2D texture0 : register(t0);\
 | 
						|
            \
 | 
						|
            float4 main(PS_INPUT input) : SV_Target\
 | 
						|
            {\
 | 
						|
              float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
 | 
						|
              return out_col; \
 | 
						|
            }";
 | 
						|
 | 
						|
        if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
 | 
						|
        {
 | 
						|
            vertexShaderBlob->Release();
 | 
						|
            return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
 | 
						|
        }
 | 
						|
        psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
 | 
						|
    }
 | 
						|
 | 
						|
    // Create the blending setup
 | 
						|
    {
 | 
						|
        D3D12_BLEND_DESC& desc = psoDesc.BlendState;
 | 
						|
        desc.AlphaToCoverageEnable = false;
 | 
						|
        desc.RenderTarget[0].BlendEnable = true;
 | 
						|
        desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
 | 
						|
        desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
 | 
						|
        desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
 | 
						|
        desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
 | 
						|
        desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
 | 
						|
        desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
 | 
						|
        desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
 | 
						|
    }
 | 
						|
 | 
						|
    // Create the rasterizer state
 | 
						|
    {
 | 
						|
        D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
 | 
						|
        desc.FillMode = D3D12_FILL_MODE_SOLID;
 | 
						|
        desc.CullMode = D3D12_CULL_MODE_NONE;
 | 
						|
        desc.FrontCounterClockwise = FALSE;
 | 
						|
        desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
 | 
						|
        desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
 | 
						|
        desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
 | 
						|
        desc.DepthClipEnable = true;
 | 
						|
        desc.MultisampleEnable = FALSE;
 | 
						|
        desc.AntialiasedLineEnable = FALSE;
 | 
						|
        desc.ForcedSampleCount = 0;
 | 
						|
        desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
 | 
						|
    }
 | 
						|
 | 
						|
    // Create depth-stencil State
 | 
						|
    {
 | 
						|
        D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
 | 
						|
        desc.DepthEnable = false;
 | 
						|
        desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
 | 
						|
        desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
 | 
						|
        desc.StencilEnable = false;
 | 
						|
        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
 | 
						|
        desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
 | 
						|
        desc.BackFace = desc.FrontFace;
 | 
						|
    }
 | 
						|
 | 
						|
    HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
 | 
						|
    vertexShaderBlob->Release();
 | 
						|
    pixelShaderBlob->Release();
 | 
						|
    if (result_pipeline_state != S_OK)
 | 
						|
        return false;
 | 
						|
 | 
						|
    ImGui_ImplDX12_CreateFontsTexture();
 | 
						|
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void    ImGui_ImplDX12_InvalidateDeviceObjects()
 | 
						|
{
 | 
						|
    if (!g_pd3dDevice)
 | 
						|
        return;
 | 
						|
 | 
						|
    SafeRelease(g_pRootSignature);
 | 
						|
    SafeRelease(g_pPipelineState);
 | 
						|
    SafeRelease(g_pFontTextureResource);
 | 
						|
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
    io.Fonts->SetTexID(NULL); // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
 | 
						|
 | 
						|
    for (UINT i = 0; i < g_numFramesInFlight; i++)
 | 
						|
    {
 | 
						|
        FrameResources* fr = &g_pFrameResources[i];
 | 
						|
        SafeRelease(fr->IndexBuffer);
 | 
						|
        SafeRelease(fr->VertexBuffer);
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
 | 
						|
                         D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
 | 
						|
{
 | 
						|
    // Setup backend capabilities flags
 | 
						|
    ImGuiIO& io = ImGui::GetIO();
 | 
						|
    io.BackendRendererName = "imgui_impl_dx12";
 | 
						|
    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 | 
						|
 | 
						|
    g_pd3dDevice = device;
 | 
						|
    g_RTVFormat = rtv_format;
 | 
						|
    g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
 | 
						|
    g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
 | 
						|
    g_pFrameResources = new FrameResources[num_frames_in_flight];
 | 
						|
    g_numFramesInFlight = num_frames_in_flight;
 | 
						|
    g_frameIndex = UINT_MAX;
 | 
						|
    IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
 | 
						|
 | 
						|
    // Create buffers with a default size (they will later be grown as needed)
 | 
						|
    for (int i = 0; i < num_frames_in_flight; i++)
 | 
						|
    {
 | 
						|
        FrameResources* fr = &g_pFrameResources[i];
 | 
						|
        fr->IndexBuffer = NULL;
 | 
						|
        fr->VertexBuffer = NULL;
 | 
						|
        fr->IndexBufferSize = 10000;
 | 
						|
        fr->VertexBufferSize = 5000;
 | 
						|
    }
 | 
						|
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplDX12_Shutdown()
 | 
						|
{
 | 
						|
    ImGui_ImplDX12_InvalidateDeviceObjects();
 | 
						|
    delete[] g_pFrameResources;
 | 
						|
    g_pFrameResources = NULL;
 | 
						|
    g_pd3dDevice = NULL;
 | 
						|
    g_hFontSrvCpuDescHandle.ptr = 0;
 | 
						|
    g_hFontSrvGpuDescHandle.ptr = 0;
 | 
						|
    g_numFramesInFlight = 0;
 | 
						|
    g_frameIndex = UINT_MAX;
 | 
						|
}
 | 
						|
 | 
						|
void ImGui_ImplDX12_NewFrame()
 | 
						|
{
 | 
						|
    if (!g_pPipelineState)
 | 
						|
        ImGui_ImplDX12_CreateDeviceObjects();
 | 
						|
}
 |