// ImGui Win32 + DirectX12 binding // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui #include #include "imgui_impl_dx12.h" // DirectX #include #include struct FrameResources { ID3D12Resource* IB; ID3D12Resource* VB; int VertexBufferSize; int IndexBufferSize; }; // Data static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static HWND g_hWnd = 0; static ID3D12Device* g_pd3dDevice = NULL; static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; static ID3D10Blob* g_pVertexShaderBlob = NULL; static ID3D10Blob* g_pPixelShaderBlob = NULL; static ID3D12RootSignature* g_pRootSignature = NULL; static ID3D12PipelineState* g_pPipelineState = NULL; static ID3D12Resource* g_pFontTextureResource = NULL; static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; static FrameResources* g_pFrameResources = NULL; static UINT g_numFramesInFlight = 0; static UINT g_frameIndex = UINT_MAX; struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; }; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data) { // Create and grow vertex/index buffers if needed // // NOTE: I'm assuming that this only get's 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]; D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; D3D12_RESOURCE_DESC desc = {}; desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; 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 (!frameResources->VB || frameResources->VertexBufferSize < draw_data->TotalVtxCount) { if (frameResources->VB) { frameResources->VB->Release(); frameResources->VB = NULL; } frameResources->VertexBufferSize = draw_data->TotalVtxCount + 5000; desc.Width = frameResources->VertexBufferSize * sizeof(ImDrawVert); HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&frameResources->VB)); assert(SUCCEEDED(hr)); } if (!frameResources->IB || frameResources->IndexBufferSize < draw_data->TotalIdxCount) { if (frameResources->IB) { frameResources->IB->Release(); frameResources->IB = NULL; } frameResources->IndexBufferSize = draw_data->TotalIdxCount + 10000; desc.Width = frameResources->IndexBufferSize * sizeof(ImDrawIdx); HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&frameResources->IB)); assert(SUCCEEDED(hr)); } // Copy and convert all vertices into a single contiguous buffer D3D12_RANGE range = {}; void* vtx_resource = NULL; HRESULT hr = frameResources->VB->Map(0, &range, &vtx_resource); assert(SUCCEEDED(hr)); void* idx_resource = NULL; hr = frameResources->IB->Map(0, &range, &idx_resource); assert(SUCCEEDED(hr)); 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[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.size(); idx_dst += cmd_list->IdxBuffer.size(); } frameResources->VB->Unmap(0, &range); frameResources->IB->Unmap(0, &range); // Setup orthographic projection matrix into our constant buffer VERTEX_CONSTANT_BUFFER vertexConstantBuffer = {}; { const float L = 0.0f; const float R = ImGui::GetIO().DisplaySize.x; const float B = ImGui::GetIO().DisplaySize.y; const float T = 0.0f; const 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(&vertexConstantBuffer.mvp, mvp, sizeof(mvp)); } // Setup viewport D3D12_VIEWPORT viewport = {}; viewport.Width = ImGui::GetIO().DisplaySize.x; viewport.Height = ImGui::GetIO().DisplaySize.y; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; viewport.TopLeftX = 0; viewport.TopLeftY = 0; // Bind shader and vertex buffers D3D12_VERTEX_BUFFER_VIEW vbv = {}; vbv.BufferLocation = frameResources->VB->GetGPUVirtualAddress(); vbv.SizeInBytes = frameResources->VertexBufferSize * sizeof(ImDrawVert); vbv.StrideInBytes = sizeof(ImDrawVert); D3D12_INDEX_BUFFER_VIEW ibv = {}; ibv.BufferLocation = frameResources->IB->GetGPUVirtualAddress(); ibv.SizeInBytes = frameResources->IndexBufferSize * sizeof(ImDrawIdx); ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; FLOAT blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; g_pd3dCommandList->SetPipelineState(g_pPipelineState); g_pd3dCommandList->SetGraphicsRootSignature(g_pRootSignature); g_pd3dCommandList->SetGraphicsRoot32BitConstants(0, 16, &vertexConstantBuffer, 0); g_pd3dCommandList->IASetIndexBuffer(&ibv); g_pd3dCommandList->IASetVertexBuffers(0, 1, &vbv); g_pd3dCommandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); g_pd3dCommandList->RSSetViewports(1, &viewport); g_pd3dCommandList->OMSetBlendFactor(blendFactor); // Render command lists int vtx_offset = 0; int idx_offset = 0; 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 { D3D12_RECT scissorRect = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; D3D12_GPU_DESCRIPTOR_HANDLE srvHandle = {}; srvHandle.ptr = (UINT64) pcmd->TextureId; g_pd3dCommandList->SetGraphicsRootDescriptorTable(1, srvHandle); g_pd3dCommandList->RSSetScissorRects(1, &scissorRect); g_pd3dCommandList->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); } idx_offset += pcmd->ElemCount; } vtx_offset += cmd_list->VtxBuffer.size(); } } IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) { ImGuiIO& io = ImGui::GetIO(); switch (msg) { case WM_LBUTTONDOWN: io.MouseDown[0] = true; return true; case WM_LBUTTONUP: io.MouseDown[0] = false; return true; case WM_RBUTTONDOWN: io.MouseDown[1] = true; return true; case WM_RBUTTONUP: io.MouseDown[1] = false; return true; case WM_MBUTTONDOWN: io.MouseDown[2] = true; return true; case WM_MBUTTONUP: io.MouseDown[2] = false; return true; case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return true; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); io.MousePos.y = (signed short)(lParam >> 16); return true; case WM_KEYDOWN: if (wParam < 256) io.KeysDown[wParam] = 1; return true; case WM_KEYUP: if (wParam < 256) io.KeysDown[wParam] = 0; return true; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return true; } return 0; } 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_RESOURCE_DESC resourceDesc = {}; resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; resourceDesc.Alignment = 0; resourceDesc.Width = width; resourceDesc.Height = height; resourceDesc.DepthOrArraySize = 1; resourceDesc.MipLevels = 1; resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; resourceDesc.SampleDesc.Count = 1; resourceDesc.SampleDesc.Quality = 0; resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE; D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_DEFAULT; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&g_pFontTextureResource)); assert(SUCCEEDED(hr)); UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); UINT uploadSize = height * uploadPitch; resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; resourceDesc.Alignment = 0; resourceDesc.Width = uploadSize; resourceDesc.Height = 1; resourceDesc.DepthOrArraySize = 1; resourceDesc.MipLevels = 1; resourceDesc.Format = DXGI_FORMAT_UNKNOWN; resourceDesc.SampleDesc.Count = 1; resourceDesc.SampleDesc.Quality = 0; resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; resourceDesc.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; hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &resourceDesc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); assert(SUCCEEDED(hr)); void* mapped = NULL; D3D12_RANGE range = { 0, uploadSize }; hr = uploadBuffer->Map(0, &range, &mapped); 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 = g_pFontTextureResource; 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 = g_pFontTextureResource; 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)); assert(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); 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)); assert(SUCCEEDED(hr)); ID3D12CommandAllocator* cmdAlloc = NULL; hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); assert(SUCCEEDED(hr)); ID3D12GraphicsCommandList* cmdList = NULL; hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); assert(SUCCEEDED(hr)); cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); cmdList->ResourceBarrier(1, &barrier); hr = cmdList->Close(); assert(SUCCEEDED(hr)); cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); hr = cmdQueue->Signal(fence, 1); 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 g_pd3dDevice->CreateShaderResourceView(g_pFontTextureResource, NULL, g_hFontSrvCpuDescHandle); // Store our identifier static_assert(sizeof(void*) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID"); ImGui::GetIO().Fonts->TexID = (void*) 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(); } // Create the pipeline state object { 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;\ }"; 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(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; 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; D3D12_INPUT_ELEMENT_DESC localLayout[] = { { "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 }, }; D3D12_GRAPHICS_PIPELINE_STATE_DESC desc = {}; desc.NodeMask = 1; desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; desc.InputLayout = { localLayout, _countof(localLayout) }; desc.pRootSignature = g_pRootSignature; desc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() }; desc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; desc.SampleMask = UINT_MAX; desc.NumRenderTargets = 1; desc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM; desc.SampleDesc.Count = 1; desc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID; desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE; desc.RasterizerState.FrontCounterClockwise = FALSE; desc.RasterizerState.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; desc.RasterizerState.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; desc.RasterizerState.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; desc.RasterizerState.DepthClipEnable = TRUE; desc.RasterizerState.MultisampleEnable = FALSE; desc.RasterizerState.AntialiasedLineEnable = FALSE; desc.RasterizerState.ForcedSampleCount = 0; desc.RasterizerState.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; desc.BlendState.AlphaToCoverageEnable = FALSE; desc.BlendState.RenderTarget[0].BlendEnable = TRUE; desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO; desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; desc.DepthStencilState.DepthEnable = FALSE; desc.DepthStencilState.StencilEnable = FALSE; HRESULT hr = g_pd3dDevice->CreateGraphicsPipelineState(&desc, IID_PPV_ARGS(&g_pPipelineState)); assert(SUCCEEDED(hr)); } 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; } 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; } } ImGui::GetIO().Fonts->TexID = 0; } bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight, ID3D12Device* device, ID3D12GraphicsCommandList* cmdList, D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle, D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle) { g_hWnd = (HWND)hwnd; g_pd3dDevice = device; g_pd3dCommandList = cmdList; g_hFontSrvCpuDescHandle = fontSrvCpuDescHandle; g_hFontSrvGpuDescHandle = fontSrvGpuDescHandle; g_pFrameResources = new FrameResources [numFramesInFlight]; g_numFramesInFlight = numFramesInFlight; g_frameIndex = UINT_MAX; for (int i = 0; i < numFramesInFlight; ++i) { g_pFrameResources[i].IB = NULL; g_pFrameResources[i].VB = NULL; g_pFrameResources[i].VertexBufferSize = 5000; g_pFrameResources[i].IndexBufferSize = 10000; } if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) return false; if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; ImGuiIO& io = ImGui::GetIO(); io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = VK_UP; io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; io.KeyMap[ImGuiKey_Home] = VK_HOME; io.KeyMap[ImGuiKey_End] = VK_END; io.KeyMap[ImGuiKey_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_V] = 'V'; io.KeyMap[ImGuiKey_X] = 'X'; io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; io.RenderDrawListsFn = ImGui_ImplDX12_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; } void ImGui_ImplDX12_Shutdown() { ImGui_ImplDX12_InvalidateDeviceObjects(); ImGui::Shutdown(); delete[] g_pFrameResources; g_pd3dDevice = NULL; g_hWnd = (HWND)0; g_pd3dCommandList = 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(); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) RECT rect; GetClientRect(g_hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Setup time step INT64 current_time; QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; // Read keyboard modifiers inputs io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events // io.MousePos : filled by WM_MOUSEMOVE events // io.MouseDown : filled by WM_*BUTTON* events // io.MouseWheel : filled by WM_MOUSEWHEEL events // Hide OS mouse cursor if ImGui is drawing it SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); // Start the frame ImGui::NewFrame(); }