aboutsummaryrefslogtreecommitdiffstats
path: root/3rdparty/imgui/examples/imgui_impl_dx12.cpp
blob: a59939e0847336e80d5c0fe5b9cf3e5643fcc2f0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
1
26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625
// dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Binding (e.g. Win32)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Issues:
//  [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
//  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
//  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).
//  2018-02-22: Merged into master with all Win32 code synchronized to other examples.

#include "imgui.h"
#include "imgui_impl_dx12.h"

// DirectX
#include <d3d12.h>
#include <dxgi1_4.h>
#include <d3dcompiler.h>

// DirectX data
static ID3D12Device*                g_pd3dDevice = NULL;
static ID3D10Blob*                  g_pVertexShaderBlob = NULL;
static ID3D10Blob*                  g_pPixelShaderBlob = NULL;
static ID3D12RootSignature*         g_pRootSignature = NULL;
static ID3D12PipelineState*         g_pPipelineState = NULL;
static DXGI_FORMAT                  g_RTVFormat = DXGI_FORMAT_UNKNOWN;
static ID3D12Resource*              g_pFontTextureResource = NULL;
static D3D12_CPU_DESCRIPTOR_HANDLE  g_hFontSrvCpuDescHandle = {};
static D3D12_GPU_DESCRIPTOR_HANDLE  g_hFontSrvGpuDescHandle = {};

struct FrameResources
{
    ID3D12Resource* IB;
    ID3D12Resource* VB;
    int VertexBufferSize;
    int IndexBufferSize;
};
static FrameResources*              g_pFrameResources = NULL;
static UINT                         g_numFramesInFlight = 0;
static UINT                         g_frameIndex = UINT_MAX;

struct VERTEX_CONSTANT_BUFFER
{
    float   mvp[4][4];
};

// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
    // FIXME: I'm assuming that this only gets called once per frame!
    // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
    g_frameIndex = g_frameIndex + 1;
    FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
    ID3D12Resource* g_pVB = frameResources->VB;
    ID3D12Resource* g_pIB = frameResources->IB;
    int g_VertexBufferSize = frameResources->VertexBufferSize;
    int g_IndexBufferSize = frameResources->IndexBufferSize;

    // Create and grow vertex/index buffers if needed
    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
    {
        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
        D3D12_HEAP_PROPERTIES props;
        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
        props.Type = D3D12_HEAP_TYPE_UPLOAD;
        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
        D3D12_RESOURCE_DESC desc;
        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
        desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
        desc.Height = 1;
        desc.DepthOrArraySize = 1;
        desc.MipLevels = 1;
        desc.Format = DXGI_FORMAT_UNKNOWN;
        desc.SampleDesc.Count = 1;
        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
        if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
            return;
        frameResources->VB = g_pVB;
        frameResources->VertexBufferSize = g_VertexBufferSize;
    }
    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
    {
        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
        D3D12_HEAP_PROPERTIES props;
        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
        props.Type = D3D12_HEAP_TYPE_UPLOAD;
        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
        D3D12_RESOURCE_DESC desc;
        memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
        desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
        desc.Height = 1;
        desc.DepthOrArraySize = 1;
        desc.MipLevels = 1;
        desc.Format = DXGI_FORMAT_UNKNOWN;
        desc.SampleDesc.Count = 1;
        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
        desc.Flags = D3D12_RESOURCE_FLAG_NONE;
        if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
            return;
        frameResources->IB = g_pIB;
        frameResources->IndexBufferSize = g_IndexBufferSize;
    }

    // Copy and convert all vertices into a single contiguous buffer
    void* vtx_resource, *idx_resource;
    D3D12_RANGE range;
    memset(&range, 0, sizeof(D3D12_RANGE));
    if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
        return;
    if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
        return;
    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
        vtx_dst += cmd_list->VtxBuffer.Size;
        idx_dst += cmd_list->IdxBuffer.Size;
    }
    g_pVB->Unmap(0, &range);
    g_pIB->Unmap(0, &range);

    // Setup orthographic projection matrix into our constant buffer
    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). 
    VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
    {
        VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
        float L = draw_data->DisplayPos.x;
        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
        float T = draw_data->DisplayPos.y;
        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
        float mvp[4][4] =
        {
            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
            { 0.0f,         0.0f,           0.5f,       0.0f },
            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
        };
        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
    }

    // Setup viewport
    D3D12_VIEWPORT vp;
    memset(&vp, 0, sizeof(D3D12_VIEWPORT));
    vp.Width = draw_data->DisplaySize.x;
    vp.Height = draw_data->DisplaySize.y;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = vp.TopLeftY = 0.0f;
    ctx->RSSetViewports(1, &vp);

    // Bind shader and vertex buffers
    unsigned int stride = sizeof(ImDrawVert);
    unsigned int offset = 0;
    D3D12_VERTEX_BUFFER_VIEW vbv;
    memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
    vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
    vbv.SizeInBytes = g_VertexBufferSize * stride;
    vbv.StrideInBytes = stride;
    ctx->IASetVertexBuffers(0, 1, &vbv);
    D3D12_INDEX_BUFFER_VIEW ibv;
    memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
    ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
    ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
    ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
    ctx->IASetIndexBuffer(&ibv);
    ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    ctx->SetPipelineState(g_pPipelineState);
    ctx->SetGraphicsRootSignature(g_pRootSignature);
    ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);

    // Setup render state
    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
    ctx->OMSetBlendFactor(blend_factor);

    // Render command lists
    int vtx_offset = 0;
    int idx_offset = 0;
    ImVec2 pos = draw_data->DisplayPos;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
            if (pcmd->UserCallback)
            {
                pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
                ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
                ctx->RSSetScissorRects(1, &r);
                ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
            }
            idx_offset += pcmd->ElemCount;
        }
        vtx_offset += cmd_list->VtxBuffer.Size;
    }
}

static void ImGui_ImplDX12_CreateFontsTexture()
{
    // Build texture atlas
    ImGuiIO& io = ImGui::GetIO();
    unsigned char* pixels;
    int width, height;
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);

    // Upload texture to graphics system
    {
        D3D12_HEAP_PROPERTIES props;
        memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
        props.Type = D3D12_HEAP_TYPE_DEFAULT;
        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;

        D3D12_RESOURCE_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
        desc.Alignment = 0;
        desc.Width = width;
        desc.Height = height;
        desc.DepthOrArraySize = 1;
        desc.MipLevels = 1;
        desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        desc.SampleDesc.Count = 1;
        desc.SampleDesc.Quality = 0;
        desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
        desc.Flags = D3D12_RESOURCE_FLAG_NONE;

        ID3D12Resource* pTexture = NULL;
        g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
            D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));

        UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
        UINT uploadSize = height * uploadPitch;
        desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
        desc.Alignment = 0;
        desc.Width = uploadSize;
        desc.Height = 1;
        desc.DepthOrArraySize = 1;
        desc.MipLevels = 1;
        desc.Format = DXGI_FORMAT_UNKNOWN;
        desc.SampleDesc.Count = 1;
        desc.SampleDesc.Quality = 0;
        desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
        desc.Flags = D3D12_RESOURCE_FLAG_NONE;

        props.Type = D3D12_HEAP_TYPE_UPLOAD;
        props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
        props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;

        ID3D12Resource* uploadBuffer = NULL;
        HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
            D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
        IM_ASSERT(SUCCEEDED(hr));

        void* mapped = NULL;
        D3D12_RANGE range = { 0, uploadSize };
        hr = uploadBuffer->Map(0, &range, &mapped);
        IM_ASSERT(SUCCEEDED(hr));
        for (int y = 0; y < height; y++)
            memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
        uploadBuffer->Unmap(0, &range);

        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);
        if (g_pFontTextureResource != NULL)
            g_pFontTextureResource->Release();
        g_pFontTextureResource = pTexture;
    }

    // Store our identifier
    static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
    io.Fonts->TexID = (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;

        ID3DBlob* blob = NULL;
        if (D3D12SerializeRootSignature(&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;

    // 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;\
            }";

        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
            return false;
        psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };

        // Create the input layout
        static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->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; \
            }";

        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
            return false;
        psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->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_INV_SRC_ALPHA;
        desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
        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;
    }

    if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
        return false;

    ImGui_ImplDX12_CreateFontsTexture();

    return true;
}

void    ImGui_ImplDX12_InvalidateDeviceObjects()
{
    if (!g_pd3dDevice)
        return;

    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
    if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
    if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
    if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
    for (UINT i = 0; i < g_numFramesInFlight; i++)
    {
        if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
        if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
    }
}

bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
                         D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
    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;

    // Create buffers with a default size (they will later be grown as needed)
    for (int i = 0; i < num_frames_in_flight; i++)
    {
        g_pFrameResources[i].IB = NULL;
        g_pFrameResources[i].VB = NULL;
        g_pFrameResources[i].VertexBufferSize = 5000;
        g_pFrameResources[i].IndexBufferSize = 10000;
    }

    return true;
}

void ImGui_ImplDX12_Shutdown()
{
    ImGui_ImplDX12_InvalidateDeviceObjects();
    delete[] g_pFrameResources;
    g_pd3dDevice = NULL;
    g_hFontSrvCpuDescHandle.ptr = 0;
    g_hFontSrvGpuDescHandle.ptr = 0;
    g_pFrameResources = NULL;
    g_numFramesInFlight = 0;
    g_frameIndex = UINT_MAX;
}

void ImGui_ImplDX12_NewFrame()
{
    if (!g_pPipelineState)
        ImGui_ImplDX12_CreateDeviceObjects();
}