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			467 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			467 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Dear ImGui: standalone example application for DirectX 12
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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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| 
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| // Important: to compile on 32-bit systems, the DirectX12 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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| // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
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| 
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| #include "imgui.h"
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| #include "imgui_impl_win32.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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| 
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| #ifdef _DEBUG
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| #define DX12_ENABLE_DEBUG_LAYER
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| #endif
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| 
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| #ifdef DX12_ENABLE_DEBUG_LAYER
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| #include <dxgidebug.h>
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| #pragma comment(lib, "dxguid.lib")
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| #endif
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| 
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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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| };
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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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| 
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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_fenceLastSignaledValue = 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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| 
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| // Forward declarations of helper functions
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| bool CreateDeviceD3D(HWND hWnd);
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| void CleanupDeviceD3D();
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| void CreateRenderTarget();
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| void CleanupRenderTarget();
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| void WaitForLastSubmittedFrame();
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| FrameContext* WaitForNextFrameResources();
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| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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| 
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| // Main code
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| int main(int, char**)
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| {
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|     // Create application window
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|     //ImGui_ImplWin32_EnableDpiAwareness();
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|     WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
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|     ::RegisterClassExW(&wc);
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|     HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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| 
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|     // Initialize Direct3D
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|     if (!CreateDeviceD3D(hwnd))
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|     {
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|         CleanupDeviceD3D();
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|         ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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|         return 1;
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|     }
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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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| 
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|     // Setup Dear ImGui context
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|     IMGUI_CHECKVERSION();
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|     ImGui::CreateContext();
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|     ImGuiIO& io = ImGui::GetIO(); (void)io;
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|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
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|     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
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| 
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|     // Setup Dear ImGui style
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|     ImGui::StyleColorsDark();
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|     //ImGui::StyleColorsLight();
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| 
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|     // Setup Platform/Renderer backends
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|     ImGui_ImplWin32_Init(hwnd);
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|     ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
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|         DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
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|         g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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|         g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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| 
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|     // Load Fonts
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|     // - 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.
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|     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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|     // - 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).
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|     // - 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.
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|     // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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|     // - Read 'docs/FONTS.md' for more instructions and details.
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|     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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|     //io.Fonts->AddFontDefault();
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|     //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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|     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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|     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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|     //IM_ASSERT(font != NULL);
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| 
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|     // Our state
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|     bool show_demo_window = true;
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|     bool show_another_window = false;
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|     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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| 
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|     // Main loop
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|     bool done = false;
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|     while (!done)
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|     {
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|         // Poll and handle messages (inputs, window resize, etc.)
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|         // See the WndProc() function below for our to dispatch events to the Win32 backend.
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|         MSG msg;
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|         while (::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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|             if (msg.message == WM_QUIT)
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|                 done = true;
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|         }
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|         if (done)
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|             break;
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| 
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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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|         ImGui::NewFrame();
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| 
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|         // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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|         if (show_demo_window)
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|             ImGui::ShowDemoWindow(&show_demo_window);
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| 
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|         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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|         {
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|             static float f = 0.0f;
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|             static int counter = 0;
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| 
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|             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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| 
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|             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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|             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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|             ImGui::Checkbox("Another Window", &show_another_window);
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| 
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|             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
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|             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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| 
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|             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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|                 counter++;
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|             ImGui::SameLine();
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|             ImGui::Text("counter = %d", counter);
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| 
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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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|             ImGui::End();
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|         }
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| 
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|         // 3. Show another simple window.
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|         if (show_another_window)
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|         {
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|             ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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|             ImGui::Text("Hello from another window!");
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|             if (ImGui::Button("Close Me"))
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|                 show_another_window = false;
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|             ImGui::End();
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|         }
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| 
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|         // Rendering
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|         ImGui::Render();
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| 
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|         FrameContext* frameCtx = WaitForNextFrameResources();
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|         UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
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|         frameCtx->CommandAllocator->Reset();
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| 
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|         D3D12_RESOURCE_BARRIER barrier = {};
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|         barrier.Type                   = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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|         barrier.Flags                  = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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|         barrier.Transition.pResource   = g_mainRenderTargetResource[backBufferIdx];
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|         barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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|         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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|         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_RENDER_TARGET;
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|         g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
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|         g_pd3dCommandList->ResourceBarrier(1, &barrier);
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| 
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|         // Render Dear ImGui graphics
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|         const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
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|         g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
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|         g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
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|         g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
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|         ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
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|         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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|         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
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|         g_pd3dCommandList->ResourceBarrier(1, &barrier);
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|         g_pd3dCommandList->Close();
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| 
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|         g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
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| 
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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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| 
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|         UINT64 fenceValue = g_fenceLastSignaledValue + 1;
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|         g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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|         g_fenceLastSignaledValue = fenceValue;
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|         frameCtx->FenceValue = fenceValue;
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|     }
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| 
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|     WaitForLastSubmittedFrame();
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| 
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|     // Cleanup
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|     ImGui_ImplDX12_Shutdown();
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|     ImGui_ImplWin32_Shutdown();
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|     ImGui::DestroyContext();
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| 
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|     CleanupDeviceD3D();
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|     ::DestroyWindow(hwnd);
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|     ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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| 
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|     return 0;
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| }
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| 
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| // Helper functions
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| 
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| bool 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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| 
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|     // [DEBUG] Enable debug interface
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| #ifdef DX12_ENABLE_DEBUG_LAYER
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|     ID3D12Debug* pdx12Debug = NULL;
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|     if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
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|         pdx12Debug->EnableDebugLayer();
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| #endif
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| 
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|     // Create device
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|     D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
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|     if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
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|         return false;
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| 
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|     // [DEBUG] Setup debug interface to break on any warnings/errors
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| #ifdef DX12_ENABLE_DEBUG_LAYER
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|     if (pdx12Debug != NULL)
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|     {
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|         ID3D12InfoQueue* pInfoQueue = NULL;
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|         g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
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|         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
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|         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
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|         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
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|         pInfoQueue->Release();
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|         pdx12Debug->Release();
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|     }
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| #endif
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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_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 false;
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| 
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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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|         {
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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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|     {
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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 false;
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|     }
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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 false;
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|     }
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| 
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|     for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
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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 false;
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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 false;
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| 
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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 false;
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| 
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|     g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
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|     if (g_fenceEvent == NULL)
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|         return false;
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| 
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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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|             return false;
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|         if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
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|             return false;
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|         if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
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|             return false;
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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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| 
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|     CreateRenderTarget();
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|     return true;
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| }
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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->SetFullscreenState(false, NULL); 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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| #ifdef DX12_ENABLE_DEBUG_LAYER
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|     IDXGIDebug1* pDebug = NULL;
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|     if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
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|     {
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|         pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
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|         pDebug->Release();
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|     }
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| #endif
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| }
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| 
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| void CreateRenderTarget()
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| {
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|     for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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|     {
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|         ID3D12Resource* pBackBuffer = NULL;
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|         g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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|         g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
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|         g_mainRenderTargetResource[i] = pBackBuffer;
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|     }
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| }
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| 
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| void CleanupRenderTarget()
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| {
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|     WaitForLastSubmittedFrame();
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| 
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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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| 
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| void WaitForLastSubmittedFrame()
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| {
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|     FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
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| 
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|     UINT64 fenceValue = frameCtx->FenceValue;
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|     if (fenceValue == 0)
 | |
|         return; // No fence was signaled
 | |
| 
 | |
|     frameCtx->FenceValue = 0;
 | |
|     if (g_fence->GetCompletedValue() >= fenceValue)
 | |
|         return;
 | |
| 
 | |
|     g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
 | |
|     WaitForSingleObject(g_fenceEvent, INFINITE);
 | |
| }
 | |
| 
 | |
| FrameContext* WaitForNextFrameResources()
 | |
| {
 | |
|     UINT nextFrameIndex = g_frameIndex + 1;
 | |
|     g_frameIndex = nextFrameIndex;
 | |
| 
 | |
|     HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
 | |
|     DWORD numWaitableObjects = 1;
 | |
| 
 | |
|     FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
 | |
|     UINT64 fenceValue = frameCtx->FenceValue;
 | |
|     if (fenceValue != 0) // means no fence was signaled
 | |
|     {
 | |
|         frameCtx->FenceValue = 0;
 | |
|         g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
 | |
|         waitableObjects[1] = g_fenceEvent;
 | |
|         numWaitableObjects = 2;
 | |
|     }
 | |
| 
 | |
|     WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
 | |
| 
 | |
|     return frameCtx;
 | |
| }
 | |
| 
 | |
| // Forward declare message handler from imgui_impl_win32.cpp
 | |
| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
 | |
| 
 | |
| // Win32 message handler
 | |
| // 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, or clear/overwrite your copy of the mouse data.
 | |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
 | |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
 | |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 | |
| {
 | |
|     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
 | |
|         return true;
 | |
| 
 | |
|     switch (msg)
 | |
|     {
 | |
|     case WM_SIZE:
 | |
|         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
 | |
|         {
 | |
|             WaitForLastSubmittedFrame();
 | |
|             CleanupRenderTarget();
 | |
|             HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
 | |
|             assert(SUCCEEDED(result) && "Failed to resize swapchain.");
 | |
|             CreateRenderTarget();
 | |
|         }
 | |
|         return 0;
 | |
|     case WM_SYSCOMMAND:
 | |
|         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
 | |
|             return 0;
 | |
|         break;
 | |
|     case WM_DESTROY:
 | |
|         ::PostQuitMessage(0);
 | |
|         return 0;
 | |
|     }
 | |
|     return ::DefWindowProc(hWnd, msg, wParam, lParam);
 | |
| }
 | 
