aboutsummaryrefslogtreecommitdiff
path: root/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp
diff options
context:
space:
mode:
authorNic Gaffney <gaffney_nic@protonmail.com>2024-06-12 21:15:52 -0500
committerNic Gaffney <gaffney_nic@protonmail.com>2024-06-12 21:15:52 -0500
commit963fae202108acd0498349e872e4811fa6c6aba0 (patch)
tree1a7d5b6ee837700819d8f6f5a2484342a0ab6ec1 /vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp
parent6084001df845815efd9c0eb712acf4fd9311ce36 (diff)
downloadparticle-sim-963fae202108acd0498349e872e4811fa6c6aba0.tar.gz
Added imgui for configuration
Diffstat (limited to 'vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp')
-rw-r--r--vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp1098
1 files changed, 1098 insertions, 0 deletions
diff --git a/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp
new file mode 100644
index 0000000..86cb043
--- /dev/null
+++ b/vendor/zgui/libs/imgui/backends/imgui_impl_dx12.cpp
@@ -0,0 +1,1098 @@
+// dear imgui: Renderer Backend for DirectX12
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
+
+// 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*.
+// To build this on 32-bit systems:
+// - [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)
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+// CHANGELOG
+// (minor and older changes stripped away, please see git history for details)
+// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
+// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
+// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
+// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
+// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
+// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
+// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
+// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
+// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: Misc: Various minor tidying up.
+// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 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"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include <d3d12.h>
+#include <dxgi1_4.h>
+#include <d3dcompiler.h>
+#ifdef _MSC_VER
+#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
+#endif
+
+// DirectX data
+struct ImGui_ImplDX12_Data
+{
+ ID3D12Device* pd3dDevice;
+ ID3D12RootSignature* pRootSignature;
+ ID3D12PipelineState* pPipelineState;
+ DXGI_FORMAT RTVFormat;
+ ID3D12Resource* pFontTextureResource;
+ D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
+ D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
+ ID3D12DescriptorHeap* pd3dSrvDescHeap;
+ UINT numFramesInFlight;
+
+ ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
+};
+
+// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
+static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Buffers used during the rendering of a frame
+struct ImGui_ImplDX12_RenderBuffers
+{
+ ID3D12Resource* IndexBuffer;
+ ID3D12Resource* VertexBuffer;
+ int IndexBufferSize;
+ int VertexBufferSize;
+};
+
+// Buffers used for secondary viewports created by the multi-viewports systems
+struct ImGui_ImplDX12_FrameContext
+{
+ ID3D12CommandAllocator* CommandAllocator;
+ ID3D12Resource* RenderTarget;
+ D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
+};
+
+// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
+// Main viewport created by application will only use the Resources field.
+// Secondary viewports created by this backend will use all the fields (including Window fields),
+struct ImGui_ImplDX12_ViewportData
+{
+ // Window
+ ID3D12CommandQueue* CommandQueue;
+ ID3D12GraphicsCommandList* CommandList;
+ ID3D12DescriptorHeap* RtvDescHeap;
+ IDXGISwapChain3* SwapChain;
+ ID3D12Fence* Fence;
+ UINT64 FenceSignaledValue;
+ HANDLE FenceEvent;
+ UINT NumFramesInFlight;
+ ImGui_ImplDX12_FrameContext* FrameCtx;
+
+ // Render buffers
+ UINT FrameIndex;
+ ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
+
+ ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
+ {
+ CommandQueue = nullptr;
+ CommandList = nullptr;
+ RtvDescHeap = nullptr;
+ SwapChain = nullptr;
+ Fence = nullptr;
+ FenceSignaledValue = 0;
+ FenceEvent = nullptr;
+ NumFramesInFlight = num_frames_in_flight;
+ FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
+ FrameIndex = UINT_MAX;
+ FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
+
+ for (UINT i = 0; i < NumFramesInFlight; ++i)
+ {
+ FrameCtx[i].CommandAllocator = nullptr;
+ FrameCtx[i].RenderTarget = nullptr;
+
+ // Create buffers with a default size (they will later be grown as needed)
+ FrameRenderBuffers[i].IndexBuffer = nullptr;
+ FrameRenderBuffers[i].VertexBuffer = nullptr;
+ FrameRenderBuffers[i].VertexBufferSize = 5000;
+ FrameRenderBuffers[i].IndexBufferSize = 10000;
+ }
+ }
+ ~ImGui_ImplDX12_ViewportData()
+ {
+ IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
+ IM_ASSERT(RtvDescHeap == nullptr);
+ IM_ASSERT(SwapChain == nullptr);
+ IM_ASSERT(Fence == nullptr);
+ IM_ASSERT(FenceEvent == nullptr);
+
+ for (UINT i = 0; i < NumFramesInFlight; ++i)
+ {
+ IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
+ IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
+ }
+
+ delete[] FrameCtx; FrameCtx = nullptr;
+ delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
+ }
+};
+
+struct VERTEX_CONSTANT_BUFFER_DX12
+{
+ float mvp[4][4];
+};
+
+// Forward Declarations
+static void ImGui_ImplDX12_InitPlatformInterface();
+static void ImGui_ImplDX12_ShutdownPlatformInterface();
+
+// Functions
+static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+
+ // 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_DX12 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(&vertex_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 = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
+ vbv.SizeInBytes = fr->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 = fr->IndexBuffer->GetGPUVirtualAddress();
+ ibv.SizeInBytes = fr->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(bd->pPipelineState);
+ ctx->SetGraphicsRootSignature(bd->pRootSignature);
+ ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
+
+ // Setup blend factor
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendFactor(blend_factor);
+}
+
+template<typename T>
+static inline void SafeRelease(T*& res)
+{
+ if (res)
+ res->Release();
+ res = nullptr;
+}
+
+// Render function
+void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData;
+ vd->FrameIndex++;
+ ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight];
+
+ // Create and grow vertex/index buffers if needed
+ if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ SafeRelease(fr->VertexBuffer);
+ fr->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 = fr->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 (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
+ return;
+ }
+ if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ SafeRelease(fr->IndexBuffer);
+ fr->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 = fr->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 (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
+ return;
+ }
+
+ // Upload vertex/index data into a single contiguous GPU buffer
+ void* vtx_resource, *idx_resource;
+ D3D12_RANGE range;
+ memset(&range, 0, sizeof(D3D12_RANGE));
+ if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
+ return;
+ if (fr->IndexBuffer->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;
+ }
+ fr->VertexBuffer->Unmap(0, &range);
+ fr->IndexBuffer->Unmap(0, &range);
+
+ // Setup desired DX state
+ ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
+
+ // Render command lists
+ // (Because we merged all buffers into a single one, we maintain our own offset into them)
+ int global_vtx_offset = 0;
+ int global_idx_offset = 0;
+ ImVec2 clip_off = 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 != nullptr)
+ {
+ // User callback, registered via ImDrawList::AddCallback()
+ // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
+ if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
+ ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
+ else
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ // Project scissor/clipping rectangles into framebuffer space
+ ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
+ ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
+ if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
+ continue;
+
+ // Apply Scissor/clipping rectangle, Bind texture, Draw
+ const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
+ texture_handle.ptr = (UINT64)pcmd->GetTexID();
+ ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ 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 = nullptr;
+ bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_COPY_DEST, nullptr, 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 = nullptr;
+ HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ void* mapped = nullptr;
+ 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 = nullptr;
+ hr = bd->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 != nullptr);
+
+ D3D12_COMMAND_QUEUE_DESC queueDesc = {};
+ queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+ queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queueDesc.NodeMask = 1;
+
+ ID3D12CommandQueue* cmdQueue = nullptr;
+ hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12CommandAllocator* cmdAlloc = nullptr;
+ hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ ID3D12GraphicsCommandList* cmdList = nullptr;
+ hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
+ IM_ASSERT(SUCCEEDED(hr));
+
+ cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
+ 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;
+ bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
+ SafeRelease(bd->pFontTextureResource);
+ bd->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(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
+ io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return false;
+ if (bd->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;
+
+ // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
+ 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 == nullptr)
+ {
+ // 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])) != nullptr)
+ break;
+
+ // If failed, we are on Windows >= 10.
+ if (d3d12_dll == nullptr)
+ d3d12_dll = ::LoadLibraryA("d3d12.dll");
+
+ if (d3d12_dll == nullptr)
+ return false;
+ }
+
+// fix(zig-gamedev): TODO workaround from https://github.com/ocornut/imgui/pull/4604/files
+#ifdef __MINGW32__
+ PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE D3D12SerializeVersionedRootSignatureFn =
+ (PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeVersionedRootSignature");
+ if (D3D12SerializeVersionedRootSignatureFn == nullptr)
+ return false;
+
+ ID3DBlob* blob = nullptr;
+ D3D12_VERSIONED_ROOT_SIGNATURE_DESC versioned_desc = {.Version = D3D_ROOT_SIGNATURE_VERSION_1_0, .Desc_1_0 = desc};
+ if (D3D12SerializeVersionedRootSignatureFn(&versioned_desc, &blob, nullptr) != S_OK)
+ return false;
+#else
+
+ PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
+ if (D3D12SerializeRootSignatureFn == nullptr)
+ return false;
+
+ ID3DBlob* blob = nullptr;
+ if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
+ return false;
+#endif
+
+ bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->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 assign them to psoDesc.VS/PS [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 = bd->pRootSignature;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = bd->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), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
+ return false; // NB: Pass ID3DBlob* 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)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)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), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
+ {
+ vertexShaderBlob->Release();
+ return false; // NB: Pass ID3DBlob* 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 = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
+ vertexShaderBlob->Release();
+ pixelShaderBlob->Release();
+ if (result_pipeline_state != S_OK)
+ return false;
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers)
+{
+ SafeRelease(render_buffers->IndexBuffer);
+ SafeRelease(render_buffers->VertexBuffer);
+ render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return;
+
+ ImGuiIO& io = ImGui::GetIO();
+ SafeRelease(bd->pRootSignature);
+ SafeRelease(bd->pPipelineState);
+ SafeRelease(bd->pFontTextureResource);
+ io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+}
+
+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)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx12";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ ImGui_ImplDX12_InitPlatformInterface();
+
+ bd->pd3dDevice = device;
+ bd->RTVFormat = rtv_format;
+ bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
+ bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
+ bd->numFramesInFlight = num_frames_in_flight;
+ bd->pd3dSrvDescHeap = cbv_srv_heap;
+
+ // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport,
+ // Since this is created and managed by the application, we will only use the ->Resources[] fields.
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Manually delete main viewport render resources in-case we haven't initialized for viewports
+ ImGuiViewport* main_viewport = ImGui::GetMainViewport();
+ if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData)
+ {
+ // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[]
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
+ IM_DELETE(vd);
+ main_viewport->RendererUserData = nullptr;
+ }
+
+ // Clean up windows and device objects
+ ImGui_ImplDX12_ShutdownPlatformInterface();
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
+ IM_DELETE(bd);
+}
+
+void ImGui_ImplDX12_NewFrame()
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX12_Init()?");
+
+ if (!bd->pPipelineState)
+ ImGui_ImplDX12_CreateDeviceObjects();
+}
+
+//--------------------------------------------------------------------------------------------------------
+// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
+// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
+// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
+//--------------------------------------------------------------------------------------------------------
+
+static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight);
+ viewport->RendererUserData = vd;
+
+ // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
+ // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
+ HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
+ IM_ASSERT(hwnd != 0);
+
+ vd->FrameIndex = UINT_MAX;
+
+ // Create command queue.
+ D3D12_COMMAND_QUEUE_DESC queue_desc = {};
+ queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
+ queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
+
+ HRESULT res = S_OK;
+ res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
+ IM_ASSERT(res == S_OK);
+
+ // Create command allocator.
+ for (UINT i = 0; i < bd->numFramesInFlight; ++i)
+ {
+ res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
+ IM_ASSERT(res == S_OK);
+ }
+
+ // Create command list.
+ res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
+ IM_ASSERT(res == S_OK);
+ vd->CommandList->Close();
+
+ // Create fence.
+ res = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&vd->Fence));
+ IM_ASSERT(res == S_OK);
+
+ vd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
+ IM_ASSERT(vd->FenceEvent != nullptr);
+
+ // Create swap chain
+ // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
+ DXGI_SWAP_CHAIN_DESC1 sd1;
+ ZeroMemory(&sd1, sizeof(sd1));
+ sd1.BufferCount = bd->numFramesInFlight;
+ sd1.Width = (UINT)viewport->Size.x;
+ sd1.Height = (UINT)viewport->Size.y;
+ sd1.Format = bd->RTVFormat;
+ sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd1.SampleDesc.Count = 1;
+ sd1.SampleDesc.Quality = 0;
+ sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
+ sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
+ sd1.Scaling = DXGI_SCALING_NONE;
+ sd1.Stereo = FALSE;
+
+ IDXGIFactory4* dxgi_factory = nullptr;
+ res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
+ IM_ASSERT(res == S_OK);
+
+ IDXGISwapChain1* swap_chain = nullptr;
+ res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
+ IM_ASSERT(res == S_OK);
+
+ dxgi_factory->Release();
+
+ // Or swapChain.As(&mSwapChain)
+ IM_ASSERT(vd->SwapChain == nullptr);
+ swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
+ swap_chain->Release();
+
+ // Create the render targets
+ if (vd->SwapChain)
+ {
+ D3D12_DESCRIPTOR_HEAP_DESC desc = {};
+ desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
+ desc.NumDescriptors = bd->numFramesInFlight;
+ desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
+ desc.NodeMask = 1;
+
+ HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
+ IM_ASSERT(hr == S_OK);
+
+ SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
+ D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ {
+ vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle;
+ rtv_handle.ptr += rtv_descriptor_size;
+ }
+
+ ID3D12Resource* back_buffer;
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ {
+ IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
+ vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
+ bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
+ vd->FrameCtx[i].RenderTarget = back_buffer;
+ }
+ }
+
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
+}
+
+static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
+{
+ HRESULT hr = S_FALSE;
+ if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
+ {
+ hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
+ IM_ASSERT(hr == S_OK);
+ ::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
+ hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
+ IM_ASSERT(hr == S_OK);
+ ::WaitForSingleObject(vd->FenceEvent, INFINITE);
+ }
+}
+
+static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
+{
+ // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData)
+ {
+ ImGui_WaitForPendingOperations(vd);
+
+ SafeRelease(vd->CommandQueue);
+ SafeRelease(vd->CommandList);
+ SafeRelease(vd->SwapChain);
+ SafeRelease(vd->RtvDescHeap);
+ SafeRelease(vd->Fence);
+ ::CloseHandle(vd->FenceEvent);
+ vd->FenceEvent = nullptr;
+
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ {
+ SafeRelease(vd->FrameCtx[i].RenderTarget);
+ SafeRelease(vd->FrameCtx[i].CommandAllocator);
+ ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]);
+ }
+ IM_DELETE(vd);
+ }
+ viewport->RendererUserData = nullptr;
+}
+
+static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
+
+ ImGui_WaitForPendingOperations(vd);
+
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ SafeRelease(vd->FrameCtx[i].RenderTarget);
+
+ if (vd->SwapChain)
+ {
+ ID3D12Resource* back_buffer = nullptr;
+ vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
+ for (UINT i = 0; i < bd->numFramesInFlight; i++)
+ {
+ vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
+ bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
+ vd->FrameCtx[i].RenderTarget = back_buffer;
+ }
+ }
+}
+
+static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
+{
+ ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
+ ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
+
+ ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
+ UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
+
+ const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
+ D3D12_RESOURCE_BARRIER barrier = {};
+ barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget;
+ barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
+
+ // Draw
+ ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
+
+ frame_context->CommandAllocator->Reset();
+ cmd_list->Reset(frame_context->CommandAllocator, nullptr);
+ cmd_list->ResourceBarrier(1, &barrier);
+ cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
+ if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
+ cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (float*)&clear_color, 0, nullptr);
+ cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap);
+
+ ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list);
+
+ barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
+ barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
+ cmd_list->ResourceBarrier(1, &barrier);
+ cmd_list->Close();
+
+ vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
+ vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
+ vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
+}
+
+static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+ ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
+
+ vd->SwapChain->Present(0, 0);
+ while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
+ ::SwitchToThread();
+}
+
+void ImGui_ImplDX12_InitPlatformInterface()
+{
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+ platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow;
+ platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow;
+ platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize;
+ platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow;
+ platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers;
+}
+
+void ImGui_ImplDX12_ShutdownPlatformInterface()
+{
+ ImGui::DestroyPlatformWindows();
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE