From 3346544cf5a046f1a500da6ab3624fe3cff17158 Mon Sep 17 00:00:00 2001 From: ocornut Date: Wed, 9 Dec 2020 18:12:38 +0100 Subject: [PATCH] Examples: Fix batch files (amend b1a18d82, #3513), standardize them + DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe. --- backends/imgui_impl_dx12.cpp | 2 +- backends/imgui_impl_dx12.h | 2 +- docs/CHANGELOG.txt | 1 + examples/example_glfw_opengl2/build_win32.bat | 9 +++-- examples/example_glfw_opengl3/build_win32.bat | 9 +++-- examples/example_glfw_vulkan/build_win32.bat | 15 +++++--- examples/example_glfw_vulkan/build_win64.bat | 14 +++++--- .../example_sdl_directx11/build_win32.bat | 10 +++--- examples/example_sdl_opengl2/build_win32.bat | 10 +++--- examples/example_sdl_opengl3/build_win32.bat | 10 +++--- .../example_win32_directx10/build_win32.bat | 10 ++++-- .../example_win32_directx11/build_win32.bat | 9 +++-- .../example_win32_directx12/build_win32.bat | 8 +++-- examples/example_win32_directx12/main.cpp | 35 +++++++++++-------- .../example_win32_directx9/build_win32.bat | 9 +++-- 15 files changed, 101 insertions(+), 52 deletions(-) diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index ee656a1b..98ea923a 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -7,7 +7,7 @@ // 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*. -// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h) +// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h index ad3240c3..c18bbea3 100644 --- a/backends/imgui_impl_dx12.h +++ b/backends/imgui_impl_dx12.h @@ -7,7 +7,7 @@ // 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*. -// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h) +// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index b8842cf8..481d0f77 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -112,6 +112,7 @@ Other Changes: - Examples: Apple+Metal: Consolidated/simplified to get closer to other examples. (#3543) [@warrenm] - Examples: Apple+Metal: Forward events down so OS key combination like Cmd+Q can work. (#3554) [@rokups] - Examples: Emscripten: Renamed example_emscripten/ to example_emscripten_opengl3/. (#3632) +- Examples: DirectX12: Move ImGui::Render() call above the first barrier to clarify its lack of effect on the graphics pipe. - CI: Fix testing for Windows DLL builds. (#3603, #3601) [@iboB] - Docs: Split examples/README.txt into docs/BACKENDS.md and docs/EXAMPLES.md improved them. - Docs: Consistently renamed all occurences of "binding" and "back-end" to "backend" in comments and docs. diff --git a/examples/example_glfw_opengl2/build_win32.bat b/examples/example_glfw_opengl2/build_win32.bat index ce08445d..a0a75f90 100644 --- a/examples/example_glfw_opengl2/build_win32.bat +++ b/examples/example_glfw_opengl2/build_win32.bat @@ -1,3 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +@set OUT_DIR=Debug +@set OUT_EXE=example_glfw_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_opengl3/build_win32.bat b/examples/example_glfw_opengl3/build_win32.bat index eb755d61..83a0ef8e 100644 --- a/examples/example_glfw_opengl3/build_win32.bat +++ b/examples/example_glfw_opengl3/build_win32.bat @@ -1,3 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +@set OUT_DIR=Debug +@set OUT_EXE=example_glfw_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I..\libs\gl3w +@set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_vulkan/build_win32.bat b/examples/example_glfw_vulkan/build_win32.bat index ad53cb07..f49cbd77 100644 --- a/examples/example_glfw_vulkan/build_win32.bat +++ b/examples/example_glfw_vulkan/build_win32.bat @@ -1,7 +1,14 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib +@set OUT_EXE=example_glfw_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib -mkdir Release -cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_glfw_vulkan/build_win64.bat b/examples/example_glfw_vulkan/build_win64.bat index d6b24b5b..893f296f 100644 --- a/examples/example_glfw_vulkan/build_win64.bat +++ b/examples/example_glfw_vulkan/build_win64.bat @@ -1,7 +1,13 @@ @REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib -mkdir Release -cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_sdl_directx11/build_win32.bat b/examples/example_sdl_directx11/build_win32.bat index b0b4d88a..7433c74f 100644 --- a/examples/example_sdl_directx11/build_win32.bat +++ b/examples/example_sdl_directx11/build_win32.bat @@ -1,8 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -set OUT_DIR=Debug -set OUT_EXE=example_sdl_directx11 -set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" -set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp -set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib mkdir %OUT_DIR% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_opengl2/build_win32.bat b/examples/example_sdl_opengl2/build_win32.bat index 71157f5f..d7fb003b 100644 --- a/examples/example_sdl_opengl2/build_win32.bat +++ b/examples/example_sdl_opengl2/build_win32.bat @@ -1,8 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -set OUT_DIR=Debug -set OUT_EXE=example_sdl_opengl2 -set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include -set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp -set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl_opengl2 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib mkdir %OUT_DIR% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_sdl_opengl3/build_win32.bat b/examples/example_sdl_opengl3/build_win32.bat index d13cc940..8f549601 100644 --- a/examples/example_sdl_opengl3/build_win32.bat +++ b/examples/example_sdl_opengl3/build_win32.bat @@ -1,8 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -set OUT_DIR=Debug -set OUT_EXE=example_sdl_opengl3 -set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w -set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c -set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib +@set OUT_DIR=Debug +@set OUT_EXE=example_sdl_opengl3 +@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I..\libs\gl3w +@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c +@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib mkdir %OUT_DIR% cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console diff --git a/examples/example_win32_directx10/build_win32.bat b/examples/example_win32_directx10/build_win32.bat index 75cb837e..fd742239 100644 --- a/examples/example_win32_directx10/build_win32.bat +++ b/examples/example_win32_directx10/build_win32.bat @@ -1,4 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx10.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib - +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx10 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_directx11/build_win32.bat b/examples/example_win32_directx11/build_win32.bat index cbe96b04..b1cf7d1c 100644 --- a/examples/example_win32_directx11/build_win32.bat +++ b/examples/example_win32_directx11/build_win32.bat @@ -1,4 +1,9 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx11.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx11 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_directx12/build_win32.bat b/examples/example_win32_directx12/build_win32.bat index 5556dfef..48dadb29 100644 --- a/examples/example_win32_directx12/build_win32.bat +++ b/examples/example_win32_directx12/build_win32.bat @@ -1,5 +1,9 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. @REM Important: to build on 32-bit systems, the DX12 backends needs '#define ImTextureID ImU64', so we pass it here. +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx12 +@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D ImTextureID=ImU64 /D UNICODE /D _UNICODE *.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib - +cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 785237f3..20da6ac3 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -1,7 +1,10 @@ // Dear ImGui: standalone example application for DirectX 12 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs -// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) + +// Important: to compile on 32-bit systems, the DirectX12 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*. +// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file. #include "imgui.h" #include "imgui_impl_win32.h" @@ -173,9 +176,11 @@ int main(int, char**) } // Rendering - FrameContext* frameCtxt = WaitForNextFrameResources(); + ImGui::Render(); + + FrameContext* frameCtx = WaitForNextFrameResources(); UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); - frameCtxt->CommandAllocator->Reset(); + frameCtx->CommandAllocator->Reset(); D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; @@ -184,13 +189,13 @@ int main(int, char**) 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->Reset(frameCtx->CommandAllocator, NULL); g_pd3dCommandList->ResourceBarrier(1, &barrier); + + // Render Dear ImGui graphics 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; @@ -205,10 +210,12 @@ int main(int, char**) UINT64 fenceValue = g_fenceLastSignaledValue + 1; g_pd3dCommandQueue->Signal(g_fence, fenceValue); g_fenceLastSignaledValue = fenceValue; - frameCtxt->FenceValue = fenceValue; + frameCtx->FenceValue = fenceValue; } WaitForLastSubmittedFrame(); + + // Cleanup ImGui_ImplDX12_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); @@ -382,13 +389,13 @@ void CleanupRenderTarget() void WaitForLastSubmittedFrame() { - FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; + FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; - UINT64 fenceValue = frameCtxt->FenceValue; + UINT64 fenceValue = frameCtx->FenceValue; if (fenceValue == 0) return; // No fence was signaled - frameCtxt->FenceValue = 0; + frameCtx->FenceValue = 0; if (g_fence->GetCompletedValue() >= fenceValue) return; @@ -404,11 +411,11 @@ FrameContext* WaitForNextFrameResources() HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; DWORD numWaitableObjects = 1; - FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; - UINT64 fenceValue = frameCtxt->FenceValue; + FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; + UINT64 fenceValue = frameCtx->FenceValue; if (fenceValue != 0) // means no fence was signaled { - frameCtxt->FenceValue = 0; + frameCtx->FenceValue = 0; g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); waitableObjects[1] = g_fenceEvent; numWaitableObjects = 2; @@ -416,7 +423,7 @@ FrameContext* WaitForNextFrameResources() WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); - return frameCtxt; + return frameCtx; } void ResizeSwapChain(HWND hWnd, int width, int height) diff --git a/examples/example_win32_directx9/build_win32.bat b/examples/example_win32_directx9/build_win32.bat index 13781036..bbd4b13c 100644 --- a/examples/example_win32_directx9/build_win32.bat +++ b/examples/example_win32_directx9/build_win32.bat @@ -1,3 +1,8 @@ @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. -mkdir Debug -cl /nologo /Zi /MD /I .. /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx9.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib +@set OUT_DIR=Debug +@set OUT_EXE=example_win32_directx9 +@set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include" +@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib +mkdir %OUT_DIR% +cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%