aboutsummaryrefslogtreecommitdiffstats
path: root/3rdparty/imgui/examples/example_win32_directx12/main.cpp
diff options
context:
space:
mode:
Diffstat (limited to '3rdparty/imgui/examples/example_win32_directx12/main.cpp')
-rw-r--r--3rdparty/imgui/examples/example_win32_directx12/main.cpp429
1 files changed, 429 insertions, 0 deletions
diff --git a/3rdparty/imgui/examples/example_win32_directx12/main.cpp b/3rdparty/imgui/examples/example_win32_directx12/main.cpp
new file mode 100644
index 00000000..50cb3777
--- /dev/null
+++ b/3rdparty/imgui/examples/example_win32_directx12/main.cpp
@@ -0,0 +1,429 @@
+// dear imgui: standalone example application for DirectX 12
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
+
+#include "imgui.h"
+#include "imgui_impl_win32.h"
+#include "imgui_impl_dx12.h"
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <tchar.h>
+
+#define DX12_ENABLE_DEBUG_LAYER 0
+
+struct FrameContext
+{
+ ID3D12CommandAllocator* CommandAllocator;
+ UINT64 FenceValue;
+};
+
+// Data
+static int const NUM_FRAMES_IN_FLIGHT = 3;
+static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
+static UINT g_frameIndex = 0;
+
+static int const NUM_BACK_BUFFERS = 3;
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
+static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
+static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
+static ID3D12Fence* g_fence = NULL;
+static HANDLE g_fenceEvent = NULL;
+static UINT64 g_fenceLastSignaledValue = 0;
+static IDXGISwapChain3* g_pSwapChain = NULL;
+static HANDLE g_hSwapChainWaitableObject = NULL;
+static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
+static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
+
+void CreateRenderTarget()
+{
+ ID3D12Resource* pBackBuffer;
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ {
+ g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
+ g_mainRenderTargetResource[i] = pBackBuffer;
+ }
+}
+
+void WaitForLastSubmittedFrame()
+{
+ FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
+
+ UINT64 fenceValue = frameCtxt->FenceValue;
+ if (fenceValue == 0)
+ return; // No fence was signaled
+
+ frameCtxt->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* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
+ UINT64 fenceValue = frameCtxt->FenceValue;
+ if (fenceValue != 0) // means no fence was signaled
+ {
+ frameCtxt->FenceValue = 0;
+ g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
+ waitableObjects[1] = g_fenceEvent;
+ numWaitableObjects = 2;
+ }
+
+ WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
+
+ return frameCtxt;
+}
+
+void ResizeSwapChain(HWND hWnd, int width, int height)
+{
+ DXGI_SWAP_CHAIN_DESC1 sd;
+ g_pSwapChain->GetDesc1(&sd);
+ sd.Width = width;
+ sd.Height = height;
+
+ IDXGIFactory4* dxgiFactory = NULL;
+ g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
+
+ g_pSwapChain->Release();
+ CloseHandle(g_hSwapChainWaitableObject);
+
+ IDXGISwapChain1* swapChain1 = NULL;
+ dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
+ swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
+ swapChain1->Release();
+ dxgiFactory->Release();
+
+ g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ assert(g_hSwapChainWaitableObject != NULL);
+}
+
+void CleanupRenderTarget()
+{
+ WaitForLastSubmittedFrame();
+
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC1 sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = NUM_BACK_BUFFERS;
+ sd.Width = 0;
+ sd.Height = 0;
+ sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ sd.Scaling = DXGI_SCALING_STRETCH;
+ sd.Stereo = FALSE;
+ }
+
+ if (DX12_ENABLE_DEBUG_LAYER)
+ {
+ ID3D12Debug* dx12Debug = NULL;
+ if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
+ {
+ dx12Debug->EnableDebugLayer();
+ dx12Debug->Release();
+ }
+ }
+
+ D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
+ if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
+ return E_FAIL;
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ desc.NumDescriptors = NUM_BACK_BUFFERS;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
+ return E_FAIL;
+
+ SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+ D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+ for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
+ {
+ g_mainRenderTargetDescriptor[i] = rtvHandle;
+ rtvHandle.ptr += rtvDescriptorSize;
+ }
+ }
+
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
+ desc.NumDescriptors = 1;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
+ if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
+ return E_FAIL;
+ }
+
+ {
+ D3D12_COMMAND_QUEUE_DESC desc = {};
+ desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ desc.NodeMask = 1;
+ if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
+ return E_FAIL;
+ }
+
+ for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
+ return E_FAIL;
+
+ if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
+ g_pd3dCommandList->Close() != S_OK)
+ return E_FAIL;
+
+ if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
+ return E_FAIL;
+
+ g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
+ if (g_fenceEvent == NULL)
+ return E_FAIL;
+
+ {
+ IDXGIFactory4* dxgiFactory = NULL;
+ IDXGISwapChain1* swapChain1 = NULL;
+ if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
+ dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
+ swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
+ return E_FAIL;
+ swapChain1->Release();
+ dxgiFactory->Release();
+ g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
+ g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
+ }
+
+ CreateRenderTarget();
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
+ for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
+ if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
+ if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
+ if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
+ if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
+ if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
+ if (g_fence) { g_fence->Release(); g_fence = NULL; }
+ if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ CleanupRenderTarget();
+ ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
+ CreateRenderTarget();
+ ImGui_ImplDX12_CreateDeviceObjects();
+ }
+ 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);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (CreateDeviceD3D(hwnd) < 0)
+ {
+ CleanupDeviceD3D();
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // Setup Dear ImGui binding
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+
+ ImGui_ImplWin32_Init(hwnd);
+ ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
+ DXGI_FORMAT_R8G8B8A8_UNORM,
+ g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
+ g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
+
+ // Setup style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'misc/fonts/README.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX12_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 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!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ 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)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ FrameContext* frameCtxt = WaitForNextFrameResources();
+ UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
+ frameCtxt->CommandAllocator->Reset();
+
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+
+ g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
+ g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
+ g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
+ ImGui::Render();
+ ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ g_pd3dCommandList->ResourceBarrier(1, &barrier);
+ g_pd3dCommandList->Close();
+
+ g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+
+ UINT64 fenceValue = g_fenceLastSignaledValue + 1;
+ g_pd3dCommandQueue->Signal(g_fence, fenceValue);
+ g_fenceLastSignaledValue = fenceValue;
+ frameCtxt->FenceValue = fenceValue;
+ }
+
+ WaitForLastSubmittedFrame();
+ ImGui_ImplDX12_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ DestroyWindow(hwnd);
+ UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+ return 0;
+}