Backend: DX12: Amend 899e485. Fix memory leaks. Remove unused variable. (#2851)

(cherry picked from commit 39e2db6d94c295e7468c6a5fb39d247c641fb123)
docking
omar 5 years ago
parent 05c1f2795a
commit 6faad0c34f

@ -3,8 +3,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support. 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.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: Multi-viewport.
// Missing features, issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
@ -45,8 +46,8 @@ 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 = {};
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
static UINT g_numFramesInFlight = 0;
struct FrameResources
{
@ -56,12 +57,9 @@ struct FrameResources
int VertexBufferSize;
};
static UINT g_numFramesInFlight = 0;
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
ID3D12Resource* RenderTarget;
D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
};
@ -70,7 +68,6 @@ struct ImGuiViewportDataDx12
{
ID3D12CommandQueue* CommandQueue;
ID3D12GraphicsCommandList* CommandList;
ID3D12DescriptorHeap* RtvDescHeap;
IDXGISwapChain3* SwapChain;
@ -78,23 +75,21 @@ struct ImGuiViewportDataDx12
UINT64 FenceSignaledValue;
HANDLE FenceEvent;
UINT FrameIndex;
FrameContext* FrameCtx;
FrameResources* Resources;
UINT FrameIndex;
ImGuiViewportDataDx12()
{
CommandQueue = NULL;
CommandList = NULL;
RtvDescHeap = NULL;
SwapChain = NULL;
FenceSignaledValue = 0;
Fence = NULL;
FenceSignaledValue = 0;
FenceEvent = NULL;
FrameIndex = UINT_MAX;
FrameCtx = new FrameContext[g_numFramesInFlight];
Resources = new FrameResources[g_numFramesInFlight];
@ -109,7 +104,6 @@ struct ImGuiViewportDataDx12
Resources[i].VertexBufferSize = 5000;
Resources[i].IndexBufferSize = 10000;
}
}
~ImGuiViewportDataDx12()
{
@ -130,6 +124,14 @@ struct ImGuiViewportDataDx12
}
};
template<typename T>
static void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
@ -209,7 +211,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -232,7 +234,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
}
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -452,8 +454,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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();
SafeRelease(g_pFontTextureResource);
g_pFontTextureResource = pTexture;
}
@ -665,12 +666,14 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!g_pd3dDevice)
return;
SafeRelease(g_pVertexShaderBlob);
SafeRelease(g_pPixelShaderBlob);
SafeRelease(g_pRootSignature);
SafeRelease(g_pPipelineState);
SafeRelease(g_pFontTextureResource);
ImGuiIO& io = ImGui::GetIO();
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; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
io.Fonts->TexID = NULL; // We copied g_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,
@ -690,7 +693,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
g_pd3dSrvDescHeap = cbv_srv_heap;
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12);
main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)();
// Setup back-end capabilities flags
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
@ -770,6 +773,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
IM_ASSERT(data->FenceEvent != NULL);
// 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 = g_numFramesInFlight;
@ -799,6 +803,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
// Or swapChain.As(&mSwapChain)
swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain));
swap_chain->Release();
// Create the render targets
if (data->SwapChain)
@ -830,19 +835,11 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
for (UINT i = 0; i < g_numFramesInFlight; i++)
{
if (data->Resources[i].IndexBuffer) { data->Resources[i].VertexBuffer->Release(); data->Resources[i].IndexBuffer = NULL; }
if (data->Resources[i].VertexBuffer) { data->Resources[i].VertexBuffer->Release(); data->Resources[i].VertexBuffer = NULL; }
SafeRelease(data->Resources[i].IndexBuffer);
SafeRelease(data->Resources[i].VertexBuffer);
}
}
template<typename D12Resource>
void SafeRelease(D12Resource*& res)
{
if (res)
res->Release();
res = NULL;
}
static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
{
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
@ -853,7 +850,8 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
SafeRelease(data->SwapChain);
SafeRelease(data->RtvDescHeap);
SafeRelease(data->Fence);
CloseHandle(data->FenceEvent); data->FenceEvent = NULL;
::CloseHandle(data->FenceEvent);
data->FenceEvent = NULL;
for (UINT i = 0; i < g_numFramesInFlight; i++)
{
@ -873,9 +871,7 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
for (UINT i = 0; i < g_numFramesInFlight; i++)
{
SafeRelease(data->FrameCtx[i].RenderTarget);
}
if (data->SwapChain)
{
@ -894,12 +890,10 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
{
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
//--
FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
UINT back_buffer_idx = data->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;
@ -908,7 +902,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
//-- draw
// Draw
ID3D12GraphicsCommandList* cmd_list = data->CommandList;
frame_context->CommandAllocator->Reset();
@ -926,11 +920,8 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->Close();
//--
data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue);
//--
data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
//--
data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
}
@ -939,11 +930,8 @@ static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
data->SwapChain->Present(0, 0);
while (data->Fence->GetCompletedValue() < data->FenceSignaledValue)
{
SwitchToThread();
}
::SwitchToThread();
}
void ImGui_ImplDX12_InitPlatformInterface()

@ -3,8 +3,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: Multi-viewport.
// Missing features, issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301

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