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C++

// ImGui - standalone example application for DirectX 11
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <assert.h>
#include <imgui.h>
#include "imgui_impl_dx12.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <tchar.h>
struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
UINT64 FenceValue;
bool FenceSignalled;
};
// Data
static int const NUM_FRAMES_IN_FLIGHT = 3;
static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
static UINT g_frameIndex = 0;
static int const NUM_BACK_BUFFERS = 3;
static IDXGIFactory4* g_pdxgiFactory = NULL;
static ID3D12Device* g_pd3dDevice = NULL;
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
static ID3D12Fence* g_fence = NULL;
static HANDLE g_fenceEvent = NULL;
static UINT64 g_fenceLastSignalledValue = 0;
static IDXGISwapChain3* g_pSwapChain = NULL;
static HANDLE g_hSwapChainWaitableObject = NULL;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
static void WaitForLastSubmittedFrame()
{
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtxt->FenceValue;
if (fenceValue == 0) { // means no fence was signalled
return;
}
frameCtxt->FenceValue = 0;
if (g_fence->GetCompletedValue() >= fenceValue) {
return;
}
HRESULT hr = g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
assert(SUCCEEDED(hr));
WaitForSingleObject(g_fenceEvent, INFINITE);
}
static FrameContext* WaitForNextFrameResources()
{
UINT nextFrameIndex = g_frameIndex + 1;
g_frameIndex = nextFrameIndex;
HANDLE waitableObjects[] = {
g_hSwapChainWaitableObject,
NULL,
};
DWORD numWaitableObjects = 1;
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
UINT64 fenceValue = frameCtxt->FenceValue;
if (fenceValue != 0) { // means no fence was signalled
frameCtxt->FenceValue = 0;
HRESULT hr = g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
assert(SUCCEEDED(hr));
waitableObjects[1] = g_fenceEvent;
numWaitableObjects = 2;
}
HRESULT hr = WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
assert(SUCCEEDED(hr));
return frameCtxt;
}
void CreateRenderTarget(HWND hWnd, int width, int height)
{
DXGI_SWAP_CHAIN_DESC1 desc = {};
desc.Width = width;
desc.Height = height;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.Stereo = FALSE;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = NUM_BACK_BUFFERS;
desc.Scaling = DXGI_SCALING_STRETCH;
desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
desc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
desc.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
IDXGISwapChain1* swapChain1 = NULL;
HRESULT hr = g_pdxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &desc, NULL, NULL, &swapChain1);
assert(SUCCEEDED(hr));
hr = swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
assert(SUCCEEDED(hr));
swapChain1->Release();
hr = g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
assert(SUCCEEDED(hr));
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
assert(g_hSwapChainWaitableObject != NULL);
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
{
hr = g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&g_mainRenderTargetResource[i]));
assert(SUCCEEDED(hr));
g_pd3dDevice->CreateRenderTargetView(g_mainRenderTargetResource[i], NULL, g_mainRenderTargetDescriptor[i]);
}
}
void CleanupRenderTarget()
{
WaitForLastSubmittedFrame();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i)
{
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
}
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
(void) hWnd;
#ifdef _DEBUG
{
ID3D12Debug* debugController = NULL;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
debugController->Release();
}
}
#endif
if (CreateDXGIFactory1(IID_PPV_ARGS(&g_pdxgiFactory)) != S_OK)
return E_FAIL;
IDXGIAdapter1* adapter = NULL;
for (UINT adapterIndex = 0; DXGI_ERROR_NOT_FOUND != g_pdxgiFactory->EnumAdapters1(adapterIndex, &adapter); ++adapterIndex)
{
DXGI_ADAPTER_DESC1 desc = {};
adapter->GetDesc1(&desc);
if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE)
{
adapter->Release();
continue;
}
if (FAILED(D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device), NULL)))
{
adapter->Release();
continue;
}
break;
}
HRESULT hr = D3D12CreateDevice(adapter, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&g_pd3dDevice));
if (adapter != NULL)
{
adapter->Release();
}
if (FAILED(hr))
return hr;
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
desc.NumDescriptors = NUM_BACK_BUFFERS;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
return E_FAIL;
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) {
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
}
}
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 1;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return E_FAIL;
}
{
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
desc.NodeMask = 1;
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
return E_FAIL;
}
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
{
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
return E_FAIL;
}
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
g_pd3dCommandList->Close() != S_OK)
return E_FAIL;
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
return E_FAIL;
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
if (g_fenceEvent == NULL)
return E_FAIL;
return S_OK;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i)
{
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
}
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
if (g_fence) { g_fence->Release(); g_fence = NULL; }
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (g_pdxgiFactory) { g_pdxgiFactory->Release(); g_pdxgiFactory = NULL; }
}
extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplDX12_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX12_InvalidateDeviceObjects();
CleanupRenderTarget();
CreateRenderTarget(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
ImGui_ImplDX12_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int main(int, char**)
{
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
// Setup ImGui binding
ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice, g_pd3dCommandList,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
continue;
}
// Wait for frame resources to be available
ImGui_ImplDX12_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
FrameContext* frameCtxt = WaitForNextFrameResources();
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
HRESULT hr = frameCtxt->CommandAllocator->Reset();
assert(SUCCEEDED(hr));
hr = g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
assert(SUCCEEDED(hr));
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
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->ResourceBarrier(1, &barrier);
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL);
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
ImGui::Render();
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
hr = g_pd3dCommandList->Close();
assert(SUCCEEDED(hr));
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
hr = g_pSwapChain->Present(1, 0);
assert(SUCCEEDED(hr));
auto fenceValue = g_fenceLastSignalledValue + 1;
hr = g_pd3dCommandQueue->Signal(g_fence, fenceValue);
assert(SUCCEEDED(hr));
g_fenceLastSignalledValue = fenceValue;
frameCtxt->FenceValue = fenceValue;
}
ImGui_ImplDX12_Shutdown();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
}