3f0699cf0 Backends: Vulkan: Fix failing assertion for platforms where viewports are not supported (#8734) adfa5364c Merge branch 'master' into docking 673eb7de9 Version 1.92.0 da3c86925 Demo: added TextLinkOpenURL() call in Widgets section. 2819ab32f Layout: commented out legacy ErrorCheckUsingSetCursorPosToExtendParentBoundaries() fallback. (#5548, #4510, #3355, #1760, #1490, #4152, #150) 6f21bed66 Fonts: removing assert from legacy PushFont() to mirror new PushFont(). for consistency. 719a3fe98 Additional comments on ErrorCheckUsingSetCursorPosToExtendParentBoundaries(). (#5548) 5bc70c68e Fonts: fix PushFont(NULL) to work as advertised. dcf14505e Backends: SDLGPU: fixes call to SDL_MapGPUTransferBuffer(). Fixes artifacts on OSX/Metal. (#8465, #8703) d8c695371 Fonts: comments. e4bba0b53 Merge branch 'master' into docking 89b5a2c3d (Breaking) Fonts: removed ImFontFlags_DefaultToLegacySize. 97e0d5961 (Breaking) Fonts: removed PushFontSize(), PopFontSize(). ca72eb059 (Breaking) Fonts: obsolete PushFont() default parameter. 04a5b9c2c Backends: SDL3: fixed pulling SDL_PROP_WINDOW_COCOA_WINDOW_POINTER into viewport->PlatformHandleRaw. (#8725, #8726) 776897d3c Fonts: fixed PVS Studio false positive "expression 'cmd_count != draw_list->CmdBuffer.Size' is always false." (#8720, #8465) 7cd567202 Merge branch 'master' into docking 0218ddd57 Fonts: moved GetFont(), GetFontSize(), GetFontBaked() to higher section. 6722d789e (Breaking) Fonts: Removed support for PushFont(NULL) which was a shortcut for "default font". 6e846c56b Demo: fixed ID conflicts. (#8723) 608dd96de Fonts: fixed RenderText() asserting when crossing VtxOffset change boundaries. (#8720, #8465) a49ddaac8 Fonts: add comments and examples for GlyphExcludeRanges[]. 613a6a964 Fonts: AddFontDefault() adds to GlyphOffset.y instead of overriding it. 0dc2885f3 InputText: fix for InsertChars() to work on read-only buffer. (#8714, #8689, #8242) efe2b21a5 Backends: GLFW: Fixed not installing WndProc hook in all GLFW version, so AddMouseSourceEvent() logic was missing for some viewports. e132b444a Backends: GLFW: Fixed crash when using GLFW 3.3 (#8713, #8676, #8239, #8069) 4fde473f3 Backends: warning fixes (for docking branch). afe20dc9b Backends: warning fix. b580c1130 Merge branch 'master' into docking e97e55adb Backends: Fixed various warnings discovered when using MinGW GCC 15/Clang on latest backends. 2f9c518ca Textures: ImTextureData::GetPixels() returns void* for clarity. 9a50c0917 Bsckends: SDL2, GLFW: fixed ImGui_ImplXXXX_GetContentScaleXXX functions never using SDL 2.0.4 & GLFW 3.3 path in master. 3a964d18e Comments on ImGuiMod_XXXX and ImGuiKey_GamepadXXXX values. 8d6e66d38 Backends: DX10, DX11, DX12, OpenGL3, Vulkan, WGPU: Assert when CreateDeviceObjects() calls return false. f7dabede8 Backends: Allegro5: Fixed missing invisible mouse cursor, broken by ee8941e0d. 725d185a3 Backends: DirectX12: fixed build on MinGW. (#8702, #4594) 2a8c75f3e Backends: GLFW: amend for multi-context support with multi-viewport. (#8676, #8239, #8069) c2c38beec Merge branch 'master' into docking f633a6058 Backends: GLFW: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) d290e583c Backends: GLFW: fixed WndProc relying on current context. (#8676, #8239, #8069) c56e8b496 imgui_freetype: fixed NULL that creeped in instead of nullptr. 344d5ff4b Merge branch 'master' into docking b2c73596a InputText: fixed a buffer overrun that could happen when using dynamically resizing buffers. (#8689) 12626b85c InputText: minor changes to match for both insert chars paths to look more similar. 08bb34814 Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) 041abe852 Revert "Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl]" 39a90ac4d Misc: removed static linkage from operators to facilitate using in C++ modules. (#8682, #8358) [@radjkarl] f2e4e8039 Windows: BeginChild(): fixed being unable to combine manual resize on one axis and automatic resize on the other axis. (#8690) fe048efea DrawList, Fonts: fixed PushFont()/AddImage() not restoring correct atlas texture id when using multiple atlas (#8694) 24f7328e5 DrawList, Fonts: fixed ImFontAtlasTextureRepack() overwriting draw list shared data UV's etc. even when not bound. (#8694, #8465) 842837e35 imgui_freetype: fix conversion null -> bool in FontBakedLoadGlyph (#8696) 6b3cbb10a Backends: Vulkan: correct minimum pool size assertion (#8691) d896eab16 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our viewports. Amend 7ac99a4 for docking. (#8644) 4cf85ee54 Merge branch 'master' into docking cfa43e721 Windows: clicking on a window close button doesn't claim focus and bring to front. (#8683) d8da97f75 Fonts: UpdateCurrentFontSize() early out doesn't need to clear FontBaked. ca3169310 Fonts: fixed FontBaked=NULL in initial call to SetCurrentWindow() in Begin() using previous frame value of SkipItems. (#8465) 1ec1510ef Fonts: clarify assert. (#8680) 7ac99a436 Backends: OSX: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644) b7f13df13 Docs: reformat Changelog. 571dae966 Backends: WGPU: added ImGuiBackendFlags_RendererHasTextures support. (#8465) b178fd428 Backends: WebGPU: moved sampler creation out of ImGui_ImplWGPU_CreateFontsTexture(). 115a8e74c Fonts: update misc comments, docs. 41f4acfb4 Fonts: add has_textures parameters to ImFontAtlasUpdateNewFrame(). 7b8e00013 Fixed duplicate symbols in some compile-time configurations. 1ce75e2bc Fixed duplicate symbols in some compile-time configurations. e8f831dea Merge branch 'master' into docking f6fc16658 TreeNode: fixed runtime asan warning (#2920) a0b3eceec Fixed using IMGUI_DISABLE_DEMO_WINDOWS without IMGUI_DISABLE_DEBUG_TOOLS and without linking with imgui_demo.cpp 7d70c0ff9 Merge branch 'master' into docking 7a42233d4 imgui_freetype: fixed using legacy names. 895bff652 Removed unneeded check in RenderText() loop + disable static analyzer false-positive warnings. e43fd7537 Merge branch 'master' into docking df068ce11 Various/misc fixes following back-and-forth dynamic_fonts->master->docking merges. Added missing API BREAKING CHANGES section. e4055e763 Fonts: Misc merge fixes. 1e130e045 Examples: set ConfigDpiScaleFonts / ConfigDpiScaleViewports in all examples already setup for scaling. 65857236c Backends: GLFW, SDL2, SDL3, update for docking to use helpers. 6af6cec23 Merge branch 'master_fonts' into docking 96be95731 Docs: update Changelog, FAQ, Fonts docs. 4acce8565 Fonts: tweaks demo and exposure to sliders, etc. cc3d4cab2 (Breaking) renamed ImFontConfig::FontBuilderFlags -> FontLoaderFlags. ImFontAtlas::FontBuilderFlags -> FontLoaderFlags. ImGuiFreeTypeBuilderFlags -> ImGuiFreeTypeLoaderFlags. e1481a731 Fonts: fixed NewFrame() when atlas builder has been created but fonts not added. Fixed GetCustomRect() after atlas clear. 29fbf3c1e Fonts: demote ImFont::GetFontBaked() as slighty internal. 0e769c541 Fonts: amend UpdateCurentFontSize() early out optimization. 573f08135 Fonts: fixed PopFont() broken recovery. 2e67bd4de Fonts: rename to ImFontAtlasBuildLegacyPreloadAllGlyphRanges(). c18301f35 Examples: remove explicit font sizes from AddFontXXX() calls. Add commented out style.FontSizeBase assignment. 02f58b320 Fonts: AddFont() functions now allow size_pixels==0.0f (only required when using certain functions) bc394410a Examples: Win32+DX9/DX10/DX11/DX12, SDL2+DX11/OpenGL2/OpenGL3/SDLRenderer/Vulkan, SDL3+OpenGL/SDLGPU/SDLRenderer/Vulkan: made example DPI aware by default. (master + docking: partial support for multi-dpi by scaling fonts + viewports but not style) b98e92839 Backends: SDL2, SDL3, GLFW: Backport small part of c90ea13 from docking. 8269924c3 Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow() helpers. 9da3e6696 Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay(), ImGui_ImplSDL2_GetContentScaleForWindow() helpers. d72e66cde Examples: remove comments/references about baking and GetGlyphRangesJapanese(). 2d2b1cee6 Fonts: internals: renamed g.FontSizeBeforeScaling to g.FontSizeBase for consistency. 3c27c643a Fonts: internals: renamed g.FontScale to g.FontBakedScale for clarity. Comments. d85e22d20 Added style.FontScaleDpi which is the field overwritten by ImGuiConfigFlags_DpiEnableScaleFonts. 8766efcba (Breaking) Renamed io.FontGlobalScale to style.FontScaleMain. 80c08f228 (Breaking) Fonts: obsoleting SetWindowFontScale(). 59a11363a Fonts: ground work for allowing SizePixels to be optional. 402db2ef3 Fonts: fixed passing negative sizes to stb_truetype loader. 1e118ab89 Fonts: added ImGuiStyle::FontSizeBase. Ensuring PushFontSize() works before main loop and across NewFrame(). b029be6b6 Fonts: avoid calling GetFontBaked() during SetFontSize(). Also fixes loading extraneous baked on atlas that will be locked 033cdc413 Fonts: comments and slight packing of ImFontConfig fields. 69547bd4b Fonts: ImFont::DefaultSize -> ImFont::LegacySize. ImFontFlags_UseDefaultSize -> ImFontFlags_DefaultToLegacySize. e3860aa6a (Breaking) Fonts: removing obsolete ImFont::Scale. 25f9c318e Fonts: added "Input Glyphs Overlap Detection Tool". Added "Clear bakes", "Clear unused" buttons. Move code. 5926c877a Fonts: detect if ImFontAtlasUpdateNewFrame() is not being called. 9f8b4bdaf Fonts: fixed edge case calling RenderText() without priming with CalcTextSize(). b2343d624 Fonts: fallback to default default rasterizer density + pick one from existing viewports at the time of calling AddUpdateViewport(). 83aad8127 Fonts: comments + made IMGUI_DEBUG_LOG_FONT() work without an ImGui context. f3780c735 Fonts: adding GetFontBaked() in public API. 92ff15376 Fonts: added notes/comments and dummy type about renaming ImFontBuilderIO::GetBuilderForFreeType() to ImFontLoader::GetFontLoader(). 3d848a886 Fonts: fixed support for IMGUI_STB_NAMESPACE. 822903e56 Fonts: fixed ImFontAtlas::RemoveFont() with multiple sources. 5ee984555 Fonts: automatically set current rasterizer density to viewport density. Effectively should fix most things on macOS. ea756ede1 Fonts: reorder ImFontFlags according likelihood of being useful. 1b51a88bb Fonts: moved compare operators to internal. Removed commented out ones aimed legacy backends: not needed anymore since we didn't rename ImTextureID. 39f6c793b Fonts: proof of concept support for user textures. 91ed6e67b Fonts: fixed support for multiple atlases. fad5280d4 Fonts: fixed broken support for legacy backend due to a mismatch with initial pre-build baked id. 65e603997 Fonts: remove unnecessary ImDrawListSharedData::FontAtlas which is actually getting in the way of using multiple atlases. 46fa9e8ef Fonts: Debug display status. Fixed truncated raw texture id. Fixed FormatTextureIDForDebugDisplay(). Comments. f6735c223 Fonts: remove ImFontHooks in favor of a AddRemapChar() implementation. 89e880dfd Fonts: adding ImFontHooks for codepoint remapping. 8523cbdf5 Fonts: rework ImFontLoader::FontBakedLoadGlyph() interface 4dec946ae Fonts: don't pretend to half recover from OOM for now + debug log filename on load failure. b32ef3c05 Fonts: make RasterizerDensity a dynamic field. (temporarily exposed as SetFontRasterizerDensity()). 8140a9d8a Fonts: comments on ImTextureData fields. 42e7bb80b imgui_freetype: removed anonymous namespace + extracting two functions outside of ImGui_ImplFreeType_FontSrcData. 6a455e128 imgui_freetype: moving data out of ImGui_ImplFreeType_FontSrcData. 5310f5fba Fonts: rework toward reducing reliance on ImFontConfig::DstFont since we ought to separate them. 2b0d49a90 Fonts: make ImFont::Sources a vector. e7efe94fd Fonts: shallow rework of ImFontAtlasBakedAddFontGlyph() to facilitate upcoming change. 890fff92f Fonts: rename many internal functions for consistency. No other changes. c4fa9bb61 Fonts: add ImFontGlyph::SourceIdx. Extract code out of DebugNodeFont() into DebugNodeFontGlyphesForSrcMask(). bcd1a94b8 Fonts: Extract ImFontAtlasBuildGetFontBaked() out of ImFont::GetFontBaked() mostly for consistency with upcoming changes + tweak locals in AddFont(). 7840e453b Fonts: ImFontAtlasBuildInit() is always called with atlas->Builder == NULL. eb650c468 Fonts: fixed unused variable warning. c43b138a6 Fonts: no need to load current baked on SkipItems window? + removed unused field. cdfa537ad Fonts: packing of shared basic/line/cursor data uses more public API. ed2bb2cff Fonts: encode additional data in ImFontAtlasRectId to detect invalid id + added Rects debug browser. 0436fba13 Fonts: fixed compaction gc-ing baked fonts used in the current frame + rename. e8035b94e Fonts: misc tidying up. d789263e0 Fonts: internal rendering uses higher level functions. 12599da53 Fonts: do not mark whole ImTextureData struct as IMGUI_API to fix warning when used in ImVector<> (8559) fb5c53708 Fonts: changing loader/backend or loader flags may be done without losing custom rects. Sharing more code. 526a5d0f8 Fonts: tidying up. 1ea9ff367 Fonts: add optional out parameter to AddCustomRect() 074bf39e4 Fonts: GC Compact All exposed in Metrics->Memory Allocations includes compacting texture data. 23dc46c4f Fonts: added RemoveCustomRect(). e9cf3de58 Fonts: moved ImFontAtlasRectId back to public API. 69d28f867 Fonts: added ImFontAtlasRectId_Invalid == -1 db30e1b5b (Breaking) Fonts: rework GetCustomRect() api. Reintroduce ImFontAtlasRect. f40274702 (Breaking) Fonts: renamed AddCustomRectRegular() -> AddCustomRect(). 253dff765 Fonts: Comments. fc8708113 Fonts: fixed GetCustomRectUV(). 9324961cd Fonts: fixed calling AddFontXXX not invalidating texture for legacy backends. 44498825c (Breaking) Fonts: PushFont() default to preserve current font size. 168b97c29 Fonts: removed size rounding in AddFont() which breaks relative sizing of merged fonts (8502) 2de15dc64 Fonts: fixed legacy backend path preloading all sources sizes erroneously + failing to use ellipsis. 5460903f9 Fonts: awkwardly alias old TexID name to TexRef using an union (may backtrack and just keep old name) cb4c03756 Fonts: detect if backend assign to texture on creation but doesn't update Status. a548cd993 Fonts: avoid both ImTextureRef fields being set simultaneously. 0fff7ceda Fonts: comments, tweaks, minor amends. e41bf16ff Fonts: fixed ImTextureID() being zero-cleared instead of using ImTextureUserID_Invalid. . 8bd1fc4f0 Textures: Added ImTextureRef::GetTexID() mostly for consistency. cc65015e4 Fonts: fixed crashing password fields. 41517bca0 (Breaking) Fonts: renamed CalcCustomRectUV() to GetCustomRectUV() for simplicity. 4048494aa Fonts: rename ImFontAtlasBuildClearTexture() to ImFontAtlasBuildClear(). f816b861f (Breaking) Fonts: rename GetCustomRectByIndex() to GetCustomRect(). Made return struct const. 85d050758 Fonts: narrowed invalid value for ImFontAtlasRectId to -1 a we will change implementation. b12c42e75 Fonts: change uses of ImFontAtlasRect to ImTextureRect for simplicity. e76cfe5aa Fonts: fixed implicit init when calling AddCustomRectRegular(). LoaderShutdown match BuildDestroy. 7ac1bff48 Fonts: fixed an issue calling legacy ImFontAtlas::Clear(). 144f44421 Fonts: fixed memory leaks, shutting down font loader, and on AddFont() failure in FreeType backend. 52a686377 Textures: ImTextureData pixels are not immediately destroyed on setting ImTextureStatus_WantDestroy. 8ea0ae454 Fonts: fixed a bug using size specified by secondary font sources. 735d31e54 Demo: Exposed some basic UI in demo for sanity. 41a0e991f Fonts: Added UI to edit FreeType loader flags. Added ImFontAtlasBuildReloadAll() / ImFontAtlasBuildReloadFont() 40f988ce2 Fonts: in ShowFontAtlas() preserve open-state for latest texture. Improve debug display. c98e3c0ef Fonts: ImFontConfig::GlyphExcludeRanges is owner and copied. da51485e1 Fonts: Obsolete GetGlyphRangesXXX() functions. Update font documentation. 93410c47e Fonts: Fixed various small warnings / build issues. dec8d3863 Fonts: Added a ImFontFlags_NoLoadError flag to let user code try file paths. (3611) 131f5c57a Textures: Detect when using a texture that's about to be destroyed. 0b7133912 Demo: Add a "Fonts" section for visibility. 161e22232 Fonts: GetFontBaked() default to searching for closest size font. e98a314e0 Textures: Added ImTextureData::UsedRect. 2bf6879da Fonts: tidying up font scale logic. ef6beaeff Fonts: removed LockSingleSrcConfigIdx which isn't needed anymore since we don't load glyphs in ImFontAtlasBuildAddFont(). d8a612f73 Fonts: Fallback glyph is now lazily loaded on demand (yay!). Moving ImFontBaked:: functions outside of class. 78a17038c imgui_freetype: no need to store metrics locally. 18c8a93cc Fonts: Rework ImFontLoader signatures. c06a7585a Fonts: A font source can specify its own loader/backend. 1cfc0de31 Fonts: Core allocates per-baked-per-src backend buffers, to allow having custom backend per font source. Backend BakedInit/Destroy/AddGlyph process a single source. d59f10d7f Fonts: reinstated ImFontAtlasBuildSetupFontCreateEllipsisFromDot() compatible with baked system, lazily baked. 76b252f80 Fonts: Added ImFontAtlasBakedSetFontGlyphBitmap(). 92993e68c Fonts: Baked system, fix subsequent sources overriding shared font metrics. dc1320df6 Fonts: ImFontFlags: ImFontFlags_NoLoadGlyphs + add ImFontFlags_LockBakedSizes 8a8d8a7b3 Fonts: Exposed CompactCache(). Hide ClearCache(). eb79e3ab3 Fonts: Restore a functional AddCustomRectFontGlyph(). 815553c4b Fonts: ImFontConfig: added GlyphExcludeRanges[]. 96786a183 Fonts: Create a fallback glyph if none is available (fix crash on fonts with no fallback) 066b24d74 Fonts: Fixed _OnChangedTextureID() asserting when calling on e.g. finalized drawlists. 82b81fce6 Fonts: PushFontSize() with -1 uses sources[0]'s size for now (backward compat design) 658059022 Fonts: Allow PushFont/NewFrame/PopFont idioms to function. 842c313db Fonts: Reordered ImFont fields. 99f6b305c Fonts: Baked system, v12: support GlyphOffset / GlyphMinAdvanceX / GlyphMaxAdvanceX by scaling from ref value. df694c89b Fonts: Baked system, v11. 57d345ff8 Textures: Comments around ImTextureID type. 3ce753c48 Fonts: Debug dump to disk, debug log. be151977c Fonts: Texture resizing favor growing height, halve pack nodes. daaf0e4ef Fonts: Added PushFontSize(), PopFontSize() api. Added font_size param to PushFont() as well. 80404fae3 Fonts: clarify ClearTexData() as not supported with dynamic atlases. 093d01269 Fonts: Baked system, with auto-bind, v10. 7aba8da55 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale as this will be needed. a2371ef90 Internals: added ImStableVector<> helper. fb69a09d6 Fonts: Fixed leak due to indirectly recursing ImFontAtlasPackInit(). c5653d5f3 Fonts: stb_truetype loader: Reworked scale handling to suggest this is not required caching. b203ac1e0 Fonts: Reduced reliance on ImFontConfig::DstFont. 722f6013f Fonts: Added a bit of user facing tooling. bd19bc508 Fonts: Removed BuildClearGlyphs(), conflated with ClearOutputData() 2bf6552f2 Fonts: Fixed/improved support for legacy backend. SetTexID() writes into our ImTextureData to keep the indirection, clear TexIsBuilt. ba62becb7 (Breaking) Fonts: remove ImFontAtlasCustomRect which is now the same as ImTextureRect a509790a1 Fonts: Added back support for AddCustomRectFontGlyph() 953ce90d2 Fonts: ImFontAtlasBuildInit() uses the occasion to sync HasTexUpdates from imgui context, narrowing the scope where it isn't set. 288055180 Fonts: Comments, remove ImFontAtlas facing BuildGrowTexture(), BuildCompactTexture(). Make IsBuilt() obsolete. 8ed4e2dde Fonts: Basic heuristic to repack instead of growing. Moved rects count/surface to internals. 2137b3448 Textures: Added atlas's TexMinWidth/TexMinHeight/TexMaxWidth/TexMaxHeight. 14614f561 Textures: Ensure UpdateBox is set on texture _WantCreate state too. b06f3c6d1 Fonts: turn public facing BuildRegisterGlyph() into ImFontAtlasBuildAddFontGlyph() thats sets up UV. 4ff1631b3 Fonts: Rasterizing ellipsis character from dot as one glyph + avoid preloading if it not needed. a2bc3d81c Fonts: Fixed support for multiple contexts. cec3e945f Fonts: added ImFontAtlas::RemoveFont(), fixed various leaks. df8450d92 Fonts: marked ImFontAtlas::Build() as obsolete 4399599de Fonts: ClearCache(), ImFontAtlasBuildGetTextureSizeEstimate(), tweak clearing functions. ef1521b47 Fonts: fix for password fields a51a26e2a Fonts: use a structure for post-processing - easier to pass things around and iterate on. 553b1c301 Fonts: repack without full reload, discard rectangle, fixed CustomRect api with stable id, remove public BuildInit(). a6c780192 Fonts: Measured and tweaked CalcTextSize() computation to minimize cost in our stress tests. 076a1ab85 Fonts: Misc amends, remove _PackNodesFactor, comments. ac13683c2 Fonts: ImFontAtlas accept DrawListSharedData not being set. 43cc3fc8b Fonts: optimization bake FallbackAdvanceX into IndexAdvanceX[]. 4f27792ff (Breaking) Removed atlas->TexDesiredWidth now unnecessary (github 327) b670f799d Fonts: use TexGlyphPadding. Fixed packing issues. Removed old code. 0f553c57b Fonts: AddFont() actually does the work, so we can handle errors & return an accurate return value. 1269467fa imgui_freetype: Removing old code. 08e1e7681 imgui_freetype: Added Freetype implementation for new architecture. 26c017d5e Backends: Metal: added ImGuiBackendFlags_RendererHasTextures support. ee8941e0d Backends: Allegro5: added ImGuiBackendFlags_RendererHasTextures support. 16fe666e3 Backends: SDLGPU3: added ImGuiBackendFlags_RendererHasTextures support. e538883a2 Backends: SDL_Renderer3: added ImGuiBackendFlags_RendererHasTextures support. 9fa65cd19 Backends: SDL_Renderer2: added ImGuiBackendFlags_RendererHasTextures support. abe294bfd Backends: Vulkan: added ImGuiBackendFlags_RendererHasTextures support. 0430c55b8 Backends: OpenGL2: added ImGuiBackendFlags_RendererHasTextures support. dbb91a574 Backends: OpenGL3: added ImGuiBackendFlags_RendererHasTextures support. eefe5d5aa Backends: DirectX12: added ImGuiBackendFlags_RendererHasTextures support. 2d2b1bc1c Backends: DirectX10: added ImGuiBackendFlags_RendererHasTextures support. 75efba7ec Backends: DirectX9: added ImGuiBackendFlags_RendererHasTextures support 372fd27e7 Backends: DirectX11: added ImGuiBackendFlags_RendererHasTextures support. c20e160e0 Textures: added texture list pointer in ImDrawData. 208705368 Textures: Adding a RefCount to textures so backend can avoid destroying them on shutdown if atlas is shared. a21a2e855 Textures: Single Textures[] array allows backend to not have to care about atlases. ee357aadd Textures: Add ImTextureUserID_Invalid + introducing SetTexID(). 2cde9125d Fonts: Selecting font config source list done by shared code. 0f0473bf1 Fonts, Textures: main code for ImGuiBackendFlags_RendererHasTextures feature. 191a728ec (Breaking) added ImTextureRef struct. Changed ImDrawCmd::TextureId to TexRef. e55415bfe (Breaking) renamed/moved ImGuiConfigFlags_DpiEnableScaleFonts -> ioConfigDpiScaleFonts, ImGuiConfigFlags_DpiEnableScaleViewports -> io.ConfigDpiScaleViewports b2f39318c Adding .cache to ignore list. (#8674) 201899b61 Backends: OpenGL3: Fixed using non-existing features on GLES 3.20 which would push a GL error. (#8664) eaac68ca2 Merge branch 'master' into docking c3d7ada9d Demo: add indentation to simplify upcoming merges. 91f72bbe1 Demo: omit ImGui:: prefix from ShowStyleEditor(), ShowUserGuide() code. 9485aeb5c Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f). e877f78b0 TreeNode: minor amend to b7ab2b7. (#2920) ef503ab0c TreeNode: fixed out of bound access in ImGuiTreeNodeFlags_DrawLinesXXX feature. (#2920) b7ab2b752 TreeNode: fixed an issue where tree lines are not drawn on node opening frame. (#2920) a92b53df7 Backends: Win32: Viewports: handle WM_DPICHANGED in backend when ImGuiConfigFlags_DpiEnableScaleViewports flag is enabled. ac6b84a7d Viewports: fixed handling of simultaneous move + resize (e.g. toggling maximized) when ImGuiConfigFlags_DpiEnableScaleViewports is enabled. 5e17c0801 Merge branch 'master' into docking 69e1fb50c Docs: fixed missing commit credit. (#8656) e6913f58b imgui_freetype: Update lunasvg API to support v3.0+ (#8656, #6842, #6591) c3a3a39e9 Nav: fixed abnormal clipping disable over large ranges, could lead to stall. (#3841, #1725) 19289d587 Nav: fixed scroll fallback (when there are no interactive widgets to jump to) not being enabled on windows with menu or title bar. c53c9a864 Clipper: further mitigation/improvements for abnormally large contents ranges (larger than e.g. 2^31). (#3609, #8215) 87a6443c5 Scroll: fixed contents size, scrollbar visibility and scrolling reet issue with abnormally large contents ranges. (#3609, #8215) 2bf57bbad Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section. 77f1d3b31 Refactor: move SetCurrentFont(), PushFont(), PopFont() to a section. 407a0b972 (Breaking) Fonts: CalcWordWrapPositionA() -> CalcWordWrapPosition(), takes size instead of scale. 346f5c681 Platform IME: Fixed multi-viewports IME support, affecting SDL backends. (#8648, #8584, #7492, #6341) 5f0acadf7 RenderTextEllipsis() added breaking comments. 143924bbf Image(), ImageWithBg(): added extra comments. (#8131, #8238) 1ffa7a40a TextLinkOpenURL(): added bool return value on click. (#8645, #8451, #7660) e11ad6b77 Merge branch 'master' into docking 415dddf0f Tooltips: tooltips have a maximum size corresponding to host display/monitor size. 10a0eb3e1 Alter windows min/max size logic to prioritize enforcing size_max bounds rather than size_min. cdb5cbe6f (Breaking) Commented out ImGuiListClipper::ForceDisplayRangeByIndices() which was obsoleted in 1.89.6. d93d918ec (Breaking) Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4. (#3092) 6d939fced (Breaking) TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. (#1079, #8639) 9361c3517 Backends: SDL2, SDL3: maximum room for sanitizer to not be zealous. c008c7d49 Merge remote-tracking branch 'origin/master' into docking c90ea1315 Viewports: added per-viewport FramebufferScale, Platform_GetWindowFramebufferScale() + Backends: GLFW, SDL2, SDL3, Apple: added support. (#1065, #1542, #1676, #1786, #2826, #3757, #5081, #5580, #5592, #6465, #7273, #7779 etc.) ) 63554bcee Backends: OSX: rename internal struct for consistency with other backends. b5a73033a Examples: Apple: Amend build scripts and gitignore, fix misc OSX warnings. (#8637) 2df9e9b10 Examples: Apple: add Makefile for example_apple_metal, example_apple_opengl2. (#8637) 2fd474132 Update pull_request_template.md 4e487cfa9 stb_textedit: subsequent comments to match ocornut/stb branch. (#8635, #7925) 1387d356a stb_textedit: subsequent fixes for next/prev word impl (not used by imgui) + PageUp/Home/End (no side effect but more correct) (#8635, #7925) 5c3ac9333 stb_textedit: minor edits to match PR submitted upstream. 61242e2e6 InputText: fixed cursor positioning issue using up/down keys on non-ASCII text. (#8635, #7925) 08689c51a Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName. 4a6ba9539 Backends: SDL3: Comments (#6146) e33069ce5 Viewports: fallback DpiScale pulled from fallback Monitor for consistency. b9ac32a0d Backends: DirectX12: Make sure texture sampling in the dx12 backend is not limited to the highest mip. (#8631) f484af34c Font: rename ImFont::AddRemapChar() parameters for clarity. (#609) ba513ba80 Backends: DX10, DX11, DX12: honor FramebufferScale. (#8412) 0a222a3e2 Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. bf68040dc Backends: Vulkan: fixed build with VK_NO_PROTOTYPES. 37fba4bed Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. [docking branch amend] (#8600, #8176) 1c8fad73f Merge branch 'master' into docking bbc89b639 Backends: Vulkan: fixed validation errors during window detach in multi-viewport mode. (#8600, #8176) 64a5e2748 Docs: bad merge error. d1dc2a329 Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365) 46235e91f Examples: SDL3: specify SDL_WINDOW_HIGH_PIXEL_DENSITY and make centering consistent + call SDL_RenderScale(). afd3a36f6 Demo: added basic Fonts section under main demo (same as Metrics one) for visibility. c5e2bb7cd Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends. ef62aa733 Backends: SDL3: macOS: Fixed secondary-viewports not appearing on a different monitor than the main viewport. e3bfaab3f Examples: update xcode projects. c0dfd65d6 Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) 20066a896 Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603) 3f8033324 Demo: Dual List Box: fix sorting function, in theory should return 0 when equal. (#8601) 75ddd9a6c Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599) b3c96bde8 Demo: use IM_ARRAYSIZE more consistently InputText calls in demo window (#8596) cbb8edb0b Tables: fixed an assert when combining Tables, Frozen Rows, Clipper and BeginMultiSelect() in a certain order. (#8595, #8250) fcdaa3279 Backends: GLFW: Disable multi-viewports under Wayland. (#8587) fe298cf98 Revert "Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576)" 75964a986 CI: run on ubuntu-latest. b81991ac0 Backends: SDLGPU3: clear ImGuiBackendFlags_RendererHasViewports flag on shutdown. 2a000ee09 Backends: SDL2, SDL3: viewports created with ImGuiViewportFlags_NoInputs are passing SDL_WINDOW_TOOLTIP to SDL_CreateWindow(). (#8576) f53de38e1 Viewports, Backends: Debug logging. 3563f4db3 Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024) f2ba3a937 Rework TextAligned() api to take size input. (#7024) 0fc4967eb Rework TextAligned() api to fix issues with baseline alignment + use standard CalcItemSize(). (#7024) aed1bcc12 Rework TextAligned() api to take size input. (#7024) 839e3274e Merge branch 'master' into docking 6a42d6b33 Added wp TextAligned() TextAlignedV(), TextAlignedExV() to internal API. (#7024) dcf0d8cab Tables: fixed TableHeader() eager vertical clipping of text. (#6236) 7c6ce12fa Platform IME: minor amend to bf0f586 (#8584) bf0f586b6 Platform IME: added ImGuiPlatformImeData::WantTextInput, ViewportId. Backends: SDL3: honor WantTextInput. (#8584, #7492, #6341) facf671ec Demo: rename DockingSplitterSize slider label to DockingSeparatorSize for consistency. (#8579) af987eb11 Backends: DX12: build fix for Clang. (#8582) 87f12e56f Backends: SDL_GPU: Added multi-viewport support. Amends + update example. (#8573, #8163, #7998, #7988) baffc4e8b Backends: SDL_GPU: Added multi-viewport support. (#8573, #8163, #7998, #7988) 0ddc36f54 RenderTextEllipsis()): pixel align every dot for consistent display. 88d2df24b Merge branch 'master' into docking 69d572bb1 Fonts: reworked text ellipsis logic to ensure a "..." is always displayed instead of a single character. (#7024) 97d85338e Tabs: adjust handling of ellipsis now that Close Button visibility changed. (#8387) Internals: remove extra parameter to RenderTextEllipsis(). e4a865177 ImFont: added cpu clip fine option for ImFont::RenderChar() (which is technically internal). faea19380 Internals: minor refactor of TabItemLabelAndCloseButton(), should be no-op. 7ab4728a3 Error Handling: added better error report and recovery when calling EndFrame() or Render() without NewFrame(). b23a216ec Examples: added SDL2+Vulkan, SDL3+Vulkan, GLFW+Vulkan makefiles. Amend ignore list. (#2480) d3bb3336f Backends: OSX: remove duplicate variable. (#8565) 3ab50c334 TreeNode, Style: added style.TreeLinesRounding support. (#2920) git-subtree-dir: external/imgui git-subtree-split: 3f0699cf02b07c8312edbcd937f1881e3564d1ac
1260 lines
59 KiB
C++
1260 lines
59 KiB
C++
// dear imgui: Renderer Backend for DirectX12
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
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// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
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// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
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// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
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// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429)
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// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
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// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
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// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
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// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
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// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools.
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// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 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).
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Various minor tidying up.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
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// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
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// 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).
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// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_dx12.h"
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// DirectX
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// Clang/GCC warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#endif
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// MinGW workaround, see #4594
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typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE;
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// DirectX12 data
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struct ImGui_ImplDX12_RenderBuffers;
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struct ImGui_ImplDX12_Texture
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{
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ID3D12Resource* pTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); }
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};
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struct ImGui_ImplDX12_Data
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{
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ImGui_ImplDX12_InitInfo InitInfo;
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ID3D12Device* pd3dDevice;
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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ID3D12CommandQueue* pCommandQueue;
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bool commandQueueOwned;
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DXGI_FORMAT RTVFormat;
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DXGI_FORMAT DSVFormat;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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UINT numFramesInFlight;
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ImGui_ImplDX12_Texture FontTexture;
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bool LegacySingleDescriptorUsed;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Buffers used during the rendering of a frame
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struct ImGui_ImplDX12_RenderBuffers
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{
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ID3D12Resource* IndexBuffer;
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ID3D12Resource* VertexBuffer;
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int IndexBufferSize;
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int VertexBufferSize;
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};
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// Buffers used for secondary viewports created by the multi-viewports systems
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struct ImGui_ImplDX12_FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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ID3D12Resource* RenderTarget;
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
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};
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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// Main viewport created by application will only use the Resources field.
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// Secondary viewports created by this backend will use all the fields (including Window fields),
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struct ImGui_ImplDX12_ViewportData
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{
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// Window
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ID3D12CommandQueue* CommandQueue;
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ID3D12GraphicsCommandList* CommandList;
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ID3D12DescriptorHeap* RtvDescHeap;
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IDXGISwapChain3* SwapChain;
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ID3D12Fence* Fence;
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UINT64 FenceSignaledValue;
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HANDLE FenceEvent;
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UINT NumFramesInFlight;
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ImGui_ImplDX12_FrameContext* FrameCtx;
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// Render buffers
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UINT FrameIndex;
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ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
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ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight)
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{
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CommandQueue = nullptr;
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CommandList = nullptr;
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RtvDescHeap = nullptr;
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SwapChain = nullptr;
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Fence = nullptr;
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FenceSignaledValue = 0;
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FenceEvent = nullptr;
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NumFramesInFlight = num_frames_in_flight;
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FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
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FrameIndex = UINT_MAX;
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FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
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for (UINT i = 0; i < NumFramesInFlight; ++i)
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{
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FrameCtx[i].CommandAllocator = nullptr;
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FrameCtx[i].RenderTarget = nullptr;
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// Create buffers with a default size (they will later be grown as needed)
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FrameRenderBuffers[i].IndexBuffer = nullptr;
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FrameRenderBuffers[i].VertexBuffer = nullptr;
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FrameRenderBuffers[i].VertexBufferSize = 5000;
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FrameRenderBuffers[i].IndexBufferSize = 10000;
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}
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}
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~ImGui_ImplDX12_ViewportData()
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{
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IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
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IM_ASSERT(RtvDescHeap == nullptr);
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IM_ASSERT(SwapChain == nullptr);
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IM_ASSERT(Fence == nullptr);
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IM_ASSERT(FenceEvent == nullptr);
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for (UINT i = 0; i < NumFramesInFlight; ++i)
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{
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IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr);
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IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
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}
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delete[] FrameCtx; FrameCtx = nullptr;
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delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
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}
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};
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struct VERTEX_CONSTANT_BUFFER_DX12
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{
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float mvp[4][4];
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};
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// Forward Declarations
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static void ImGui_ImplDX12_InitPlatformInterface();
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static void ImGui_ImplDX12_ShutdownPlatformInterface();
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// Functions
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
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{
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
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}
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// Setup viewport
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D3D12_VIEWPORT vp = {};
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vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x;
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vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0.0f;
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command_list->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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D3D12_VERTEX_BUFFER_VIEW vbv = {};
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vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
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vbv.SizeInBytes = fr->VertexBufferSize * stride;
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vbv.StrideInBytes = stride;
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command_list->IASetVertexBuffers(0, 1, &vbv);
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D3D12_INDEX_BUFFER_VIEW ibv = {};
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ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
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ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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command_list->IASetIndexBuffer(&ibv);
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command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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command_list->SetPipelineState(bd->pPipelineState);
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command_list->SetGraphicsRootSignature(bd->pRootSignature);
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command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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// Setup blend factor
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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command_list->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = nullptr;
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
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if (draw_data->Textures != nullptr)
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|
for (ImTextureData* tex : *draw_data->Textures)
|
|
if (tex->Status != ImTextureStatus_OK)
|
|
ImGui_ImplDX12_UpdateTexture(tex);
|
|
|
|
// FIXME: We are assuming that this only gets called once per frame!
|
|
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 = {};
|
|
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.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 = {};
|
|
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.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
|
|
// During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
|
|
void* vtx_resource, *idx_resource;
|
|
D3D12_RANGE range = { 0, 0 };
|
|
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* draw_list = draw_data->CmdLists[n];
|
|
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
|
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
|
vtx_dst += draw_list->VtxBuffer.Size;
|
|
idx_dst += draw_list->IdxBuffer.Size;
|
|
}
|
|
|
|
// During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only)
|
|
range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource);
|
|
IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert));
|
|
fr->VertexBuffer->Unmap(0, &range);
|
|
range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource);
|
|
IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx));
|
|
fr->IndexBuffer->Unmap(0, &range);
|
|
|
|
// Setup desired DX state
|
|
ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr);
|
|
|
|
// Setup render state structure (for callbacks and custom texture bindings)
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
ImGui_ImplDX12_RenderState render_state;
|
|
render_state.Device = bd->pd3dDevice;
|
|
render_state.CommandList = command_list;
|
|
platform_io.Renderer_RenderState = &render_state;
|
|
|
|
// 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;
|
|
ImVec2 clip_scale = draw_data->FramebufferScale;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
|
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &draw_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, command_list, fr);
|
|
else
|
|
pcmd->UserCallback(draw_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
|
|
// Apply scissor/clipping rectangle
|
|
const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
|
command_list->RSSetScissorRects(1, &r);
|
|
|
|
// Bind texture, Draw
|
|
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
|
|
texture_handle.ptr = (UINT64)pcmd->GetTexID();
|
|
command_list->SetGraphicsRootDescriptorTable(1, texture_handle);
|
|
command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
|
}
|
|
}
|
|
global_idx_offset += draw_list->IdxBuffer.Size;
|
|
global_vtx_offset += draw_list->VtxBuffer.Size;
|
|
}
|
|
platform_io.Renderer_RenderState = nullptr;
|
|
}
|
|
|
|
static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
|
|
{
|
|
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
|
|
if (backend_tex == nullptr)
|
|
return;
|
|
IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
|
|
SafeRelease(backend_tex->pTextureResource);
|
|
backend_tex->hFontSrvCpuDescHandle.ptr = 0;
|
|
backend_tex->hFontSrvGpuDescHandle.ptr = 0;
|
|
IM_DELETE(backend_tex);
|
|
|
|
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
|
|
tex->SetTexID(ImTextureID_Invalid);
|
|
tex->SetStatus(ImTextureStatus_Destroyed);
|
|
tex->BackendUserData = nullptr;
|
|
}
|
|
|
|
void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in?
|
|
|
|
if (tex->Status == ImTextureStatus_WantCreate)
|
|
{
|
|
// Create and upload new texture to graphics system
|
|
//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
|
|
IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
|
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
|
ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)();
|
|
bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle
|
|
|
|
D3D12_HEAP_PROPERTIES props = {};
|
|
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 = tex->Width;
|
|
desc.Height = tex->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));
|
|
|
|
// Create SRV
|
|
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, backend_tex->hFontSrvCpuDescHandle);
|
|
SafeRelease(backend_tex->pTextureResource);
|
|
backend_tex->pTextureResource = pTexture;
|
|
|
|
// Store identifiers
|
|
tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr);
|
|
tex->BackendUserData = backend_tex;
|
|
need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier
|
|
// We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below.
|
|
}
|
|
|
|
if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates)
|
|
{
|
|
ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
|
|
IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
|
|
|
|
// We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture.
|
|
// FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[]
|
|
// - Copy all blocks contiguously in upload buffer.
|
|
// - Barrier before copy, submit all CopyTextureRegion(), barrier after copy.
|
|
const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x;
|
|
const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y;
|
|
const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w;
|
|
const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h;
|
|
|
|
// Update full texture or selected blocks. We only ever write to textures regions which have never been used before!
|
|
// This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions.
|
|
UINT upload_pitch_src = upload_w * tex->BytesPerPixel;
|
|
UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
|
UINT upload_size = upload_pitch_dst * upload_h;
|
|
|
|
D3D12_RESOURCE_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
desc.Alignment = 0;
|
|
desc.Width = upload_size;
|
|
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;
|
|
|
|
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;
|
|
|
|
// FIXME-OPT: Can upload buffer be reused?
|
|
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));
|
|
|
|
// Create temporary command list and execute immediately
|
|
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);
|
|
|
|
// FIXME-OPT: Create once and reuse?
|
|
ID3D12CommandAllocator* cmdAlloc = nullptr;
|
|
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
// FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
|
|
ID3D12GraphicsCommandList* cmdList = nullptr;
|
|
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
// Copy to upload buffer
|
|
void* mapped = nullptr;
|
|
D3D12_RANGE range = { 0, upload_size };
|
|
hr = uploadBuffer->Map(0, &range, &mapped);
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
for (int y = 0; y < upload_h; y++)
|
|
memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
|
|
uploadBuffer->Unmap(0, &range);
|
|
|
|
if (need_barrier_before_copy)
|
|
{
|
|
D3D12_RESOURCE_BARRIER barrier = {};
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
barrier.Transition.pResource = backend_tex->pTextureResource;
|
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
cmdList->ResourceBarrier(1, &barrier);
|
|
}
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
|
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
|
{
|
|
srcLocation.pResource = uploadBuffer;
|
|
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
srcLocation.PlacedFootprint.Footprint.Width = upload_w;
|
|
srcLocation.PlacedFootprint.Footprint.Height = upload_h;
|
|
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
|
srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst;
|
|
dstLocation.pResource = backend_tex->pTextureResource;
|
|
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
dstLocation.SubresourceIndex = 0;
|
|
}
|
|
cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr);
|
|
|
|
{
|
|
D3D12_RESOURCE_BARRIER barrier = {};
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
barrier.Transition.pResource = backend_tex->pTextureResource;
|
|
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;
|
|
cmdList->ResourceBarrier(1, &barrier);
|
|
}
|
|
|
|
hr = cmdList->Close();
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
|
|
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
|
|
hr = cmdQueue->Signal(fence, 1);
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
// FIXME-OPT: Suboptimal?
|
|
// - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
|
|
// - Store per-frame in flight: upload buffer?
|
|
// - Where do cmdList and cmdAlloc fit?
|
|
fence->SetEventOnCompletion(1, event);
|
|
::WaitForSingleObject(event, INFINITE);
|
|
|
|
cmdList->Release();
|
|
cmdAlloc->Release();
|
|
::CloseHandle(event);
|
|
fence->Release();
|
|
uploadBuffer->Release();
|
|
tex->SetStatus(ImTextureStatus_OK);
|
|
}
|
|
|
|
if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight)
|
|
ImGui_ImplDX12_DestroyTexture(tex);
|
|
}
|
|
|
|
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_CLAMP;
|
|
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
|
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
|
|
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 = D3D12_FLOAT32_MAX;
|
|
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;
|
|
}
|
|
|
|
_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::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;
|
|
|
|
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 = {};
|
|
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.DSVFormat = bd->DSVFormat;
|
|
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;
|
|
|
|
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;
|
|
|
|
if (bd->commandQueueOwned)
|
|
SafeRelease(bd->pCommandQueue);
|
|
bd->commandQueueOwned = false;
|
|
SafeRelease(bd->pRootSignature);
|
|
SafeRelease(bd->pPipelineState);
|
|
|
|
// Destroy all textures
|
|
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
|
|
if (tex->RefCount == 1)
|
|
ImGui_ImplDX12_DestroyTexture(tex);
|
|
}
|
|
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info)
|
|
{
|
|
// Wrap legacy behavior of passing space for a single descriptor
|
|
IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
|
|
init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle)
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!");
|
|
*out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor;
|
|
*out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor;
|
|
bd->LegacySingleDescriptorUsed = true;
|
|
};
|
|
init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE)
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd->LegacySingleDescriptorUsed == true);
|
|
bd->LegacySingleDescriptorUsed = false;
|
|
};
|
|
}
|
|
#endif
|
|
|
|
bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
|
|
bd->InitInfo = *init_info; // Deep copy
|
|
init_info = &bd->InitInfo;
|
|
|
|
bd->pd3dDevice = init_info->Device;
|
|
IM_ASSERT(init_info->CommandQueue != NULL);
|
|
bd->pCommandQueue = init_info->CommandQueue;
|
|
bd->RTVFormat = init_info->RTVFormat;
|
|
bd->DSVFormat = init_info->DSVFormat;
|
|
bd->numFramesInFlight = init_info->NumFramesInFlight;
|
|
bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
|
|
|
|
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_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
|
|
|
|
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
|
ImGui_ImplDX12_InitPlatformInterface();
|
|
|
|
// 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);
|
|
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
if (init_info->SrvDescriptorAllocFn == nullptr)
|
|
ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info);
|
|
#endif
|
|
IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
// Legacy initialization API Obsoleted in 1.91.5
|
|
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
|
|
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
|
{
|
|
ImGui_ImplDX12_InitInfo init_info;
|
|
init_info.Device = device;
|
|
init_info.NumFramesInFlight = num_frames_in_flight;
|
|
init_info.RTVFormat = rtv_format;
|
|
init_info.SrvDescriptorHeap = srv_descriptor_heap;
|
|
init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle;
|
|
init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle;
|
|
|
|
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
|
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
|
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
|
queueDesc.NodeMask = 1;
|
|
HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
bool ret = ImGui_ImplDX12_Init(&init_info);
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
bd->commandQueueOwned = true;
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures.
|
|
|
|
return ret;
|
|
}
|
|
#endif
|
|
|
|
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_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplDX12_NewFrame()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
|
|
|
|
if (!bd->pPipelineState)
|
|
if (!ImGui_ImplDX12_CreateDeviceObjects())
|
|
IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!");
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------
|
|
// 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's WindowID).
|
|
// 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, (const 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
|