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1 // Dear ImGui: standalone example application for DirectX 12
2 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
3 // Read online: https://github.com/ocornut/imgui/tree/master/docs
4 
5 // Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
6 // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
7 // This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
8 
9 #include "imgui.h"
10 #include "imgui_impl_win32.h"
11 #include "imgui_impl_dx12.h"
12 #include <d3d12.h>
13 #include <dxgi1_4.h>
14 #include <tchar.h>
15 
16 #ifdef _DEBUG
17 #define DX12_ENABLE_DEBUG_LAYER
18 #endif
19 
20 #ifdef DX12_ENABLE_DEBUG_LAYER
21 #include <dxgidebug.h>
22 #pragma comment(lib, "dxguid.lib")
23 #endif
24 
25 struct FrameContext
26 {
27     ID3D12CommandAllocator* CommandAllocator;
28     UINT64                  FenceValue;
29 };
30 
31 // Data
32 static int const                    NUM_FRAMES_IN_FLIGHT = 3;
33 static FrameContext                 g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
34 static UINT                         g_frameIndex = 0;
35 
36 static int const                    NUM_BACK_BUFFERS = 3;
37 static ID3D12Device*                g_pd3dDevice = NULL;
38 static ID3D12DescriptorHeap*        g_pd3dRtvDescHeap = NULL;
39 static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = NULL;
40 static ID3D12CommandQueue*          g_pd3dCommandQueue = NULL;
41 static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
42 static ID3D12Fence*                 g_fence = NULL;
43 static HANDLE                       g_fenceEvent = NULL;
44 static UINT64                       g_fenceLastSignaledValue = 0;
45 static IDXGISwapChain3*             g_pSwapChain = NULL;
46 static HANDLE                       g_hSwapChainWaitableObject = NULL;
47 static ID3D12Resource*              g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
48 static D3D12_CPU_DESCRIPTOR_HANDLE  g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
49 
50 // Forward declarations of helper functions
51 bool CreateDeviceD3D(HWND hWnd);
52 void CleanupDeviceD3D();
53 void CreateRenderTarget();
54 void CleanupRenderTarget();
55 void WaitForLastSubmittedFrame();
56 FrameContext* WaitForNextFrameResources();
57 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
58 
59 // Main code
main(int,char **)60 int main(int, char**)
61 {
62     // Create application window
63     //ImGui_ImplWin32_EnableDpiAwareness();
64     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
65     ::RegisterClassEx(&wc);
66     HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
67 
68     // Initialize Direct3D
69     if (!CreateDeviceD3D(hwnd))
70     {
71         CleanupDeviceD3D();
72         ::UnregisterClass(wc.lpszClassName, wc.hInstance);
73         return 1;
74     }
75 
76     // Show the window
77     ::ShowWindow(hwnd, SW_SHOWDEFAULT);
78     ::UpdateWindow(hwnd);
79 
80     // Setup Dear ImGui context
81     IMGUI_CHECKVERSION();
82     ImGui::CreateContext();
83     ImGuiIO& io = ImGui::GetIO(); (void)io;
84     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
85     //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
86 
87     // Setup Dear ImGui style
88     ImGui::StyleColorsDark();
89     //ImGui::StyleColorsClassic();
90 
91     // Setup Platform/Renderer backends
92     ImGui_ImplWin32_Init(hwnd);
93     ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
94         DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
95         g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
96         g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
97 
98     // Load Fonts
99     // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
100     // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
101     // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
102     // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
103     // - Read 'docs/FONTS.md' for more instructions and details.
104     // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
105     //io.Fonts->AddFontDefault();
106     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
107     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
108     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
109     //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
110     //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
111     //IM_ASSERT(font != NULL);
112 
113     // Our state
114     bool show_demo_window = true;
115     bool show_another_window = false;
116     ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
117 
118     // Main loop
119     bool done = false;
120     while (!done)
121     {
122         // Poll and handle messages (inputs, window resize, etc.)
123         // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
124         // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
125         // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
126         // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
127         MSG msg;
128         while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
129         {
130             ::TranslateMessage(&msg);
131             ::DispatchMessage(&msg);
132             if (msg.message == WM_QUIT)
133                 done = true;
134         }
135         if (done)
136             break;
137 
138         // Start the Dear ImGui frame
139         ImGui_ImplDX12_NewFrame();
140         ImGui_ImplWin32_NewFrame();
141         ImGui::NewFrame();
142 
143         // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
144         if (show_demo_window)
145             ImGui::ShowDemoWindow(&show_demo_window);
146 
147         // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
148         {
149             static float f = 0.0f;
150             static int counter = 0;
151 
152             ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
153 
154             ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
155             ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
156             ImGui::Checkbox("Another Window", &show_another_window);
157 
158             ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
159             ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
160 
161             if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
162                 counter++;
163             ImGui::SameLine();
164             ImGui::Text("counter = %d", counter);
165 
166             ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
167             ImGui::End();
168         }
169 
170         // 3. Show another simple window.
171         if (show_another_window)
172         {
173             ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
174             ImGui::Text("Hello from another window!");
175             if (ImGui::Button("Close Me"))
176                 show_another_window = false;
177             ImGui::End();
178         }
179 
180         // Rendering
181         ImGui::Render();
182 
183         FrameContext* frameCtx = WaitForNextFrameResources();
184         UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
185         frameCtx->CommandAllocator->Reset();
186 
187         D3D12_RESOURCE_BARRIER barrier = {};
188         barrier.Type                   = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
189         barrier.Flags                  = D3D12_RESOURCE_BARRIER_FLAG_NONE;
190         barrier.Transition.pResource   = g_mainRenderTargetResource[backBufferIdx];
191         barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
192         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
193         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_RENDER_TARGET;
194         g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
195         g_pd3dCommandList->ResourceBarrier(1, &barrier);
196 
197         // Render Dear ImGui graphics
198         const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
199         g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
200         g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
201         g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
202         ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
203         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
204         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
205         g_pd3dCommandList->ResourceBarrier(1, &barrier);
206         g_pd3dCommandList->Close();
207 
208         g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
209 
210         g_pSwapChain->Present(1, 0); // Present with vsync
211         //g_pSwapChain->Present(0, 0); // Present without vsync
212 
213         UINT64 fenceValue = g_fenceLastSignaledValue + 1;
214         g_pd3dCommandQueue->Signal(g_fence, fenceValue);
215         g_fenceLastSignaledValue = fenceValue;
216         frameCtx->FenceValue = fenceValue;
217     }
218 
219     WaitForLastSubmittedFrame();
220 
221     // Cleanup
222     ImGui_ImplDX12_Shutdown();
223     ImGui_ImplWin32_Shutdown();
224     ImGui::DestroyContext();
225 
226     CleanupDeviceD3D();
227     ::DestroyWindow(hwnd);
228     ::UnregisterClass(wc.lpszClassName, wc.hInstance);
229 
230     return 0;
231 }
232 
233 // Helper functions
234 
CreateDeviceD3D(HWND hWnd)235 bool CreateDeviceD3D(HWND hWnd)
236 {
237     // Setup swap chain
238     DXGI_SWAP_CHAIN_DESC1 sd;
239     {
240         ZeroMemory(&sd, sizeof(sd));
241         sd.BufferCount = NUM_BACK_BUFFERS;
242         sd.Width = 0;
243         sd.Height = 0;
244         sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
245         sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
246         sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
247         sd.SampleDesc.Count = 1;
248         sd.SampleDesc.Quality = 0;
249         sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
250         sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
251         sd.Scaling = DXGI_SCALING_STRETCH;
252         sd.Stereo = FALSE;
253     }
254 
255     // [DEBUG] Enable debug interface
256 #ifdef DX12_ENABLE_DEBUG_LAYER
257     ID3D12Debug* pdx12Debug = NULL;
258     if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
259         pdx12Debug->EnableDebugLayer();
260 #endif
261 
262     // Create device
263     D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
264     if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
265         return false;
266 
267     // [DEBUG] Setup debug interface to break on any warnings/errors
268 #ifdef DX12_ENABLE_DEBUG_LAYER
269     if (pdx12Debug != NULL)
270     {
271         ID3D12InfoQueue* pInfoQueue = NULL;
272         g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
273         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
274         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
275         pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
276         pInfoQueue->Release();
277         pdx12Debug->Release();
278     }
279 #endif
280 
281     {
282         D3D12_DESCRIPTOR_HEAP_DESC desc = {};
283         desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
284         desc.NumDescriptors = NUM_BACK_BUFFERS;
285         desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
286         desc.NodeMask = 1;
287         if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
288             return false;
289 
290         SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
291         D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
292         for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
293         {
294             g_mainRenderTargetDescriptor[i] = rtvHandle;
295             rtvHandle.ptr += rtvDescriptorSize;
296         }
297     }
298 
299     {
300         D3D12_DESCRIPTOR_HEAP_DESC desc = {};
301         desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
302         desc.NumDescriptors = 1;
303         desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
304         if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
305             return false;
306     }
307 
308     {
309         D3D12_COMMAND_QUEUE_DESC desc = {};
310         desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
311         desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
312         desc.NodeMask = 1;
313         if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
314             return false;
315     }
316 
317     for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
318         if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
319             return false;
320 
321     if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
322         g_pd3dCommandList->Close() != S_OK)
323         return false;
324 
325     if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
326         return false;
327 
328     g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
329     if (g_fenceEvent == NULL)
330         return false;
331 
332     {
333         IDXGIFactory4* dxgiFactory = NULL;
334         IDXGISwapChain1* swapChain1 = NULL;
335         if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
336             return false;
337         if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
338             return false;
339         if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
340             return false;
341         swapChain1->Release();
342         dxgiFactory->Release();
343         g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
344         g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
345     }
346 
347     CreateRenderTarget();
348     return true;
349 }
350 
CleanupDeviceD3D()351 void CleanupDeviceD3D()
352 {
353     CleanupRenderTarget();
354     if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, NULL); g_pSwapChain->Release(); g_pSwapChain = NULL; }
355     if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
356     for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
357         if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
358     if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
359     if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
360     if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
361     if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
362     if (g_fence) { g_fence->Release(); g_fence = NULL; }
363     if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
364     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
365 
366 #ifdef DX12_ENABLE_DEBUG_LAYER
367     IDXGIDebug1* pDebug = NULL;
368     if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
369     {
370         pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
371         pDebug->Release();
372     }
373 #endif
374 }
375 
CreateRenderTarget()376 void CreateRenderTarget()
377 {
378     for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
379     {
380         ID3D12Resource* pBackBuffer = NULL;
381         g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
382         g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
383         g_mainRenderTargetResource[i] = pBackBuffer;
384     }
385 }
386 
CleanupRenderTarget()387 void CleanupRenderTarget()
388 {
389     WaitForLastSubmittedFrame();
390 
391     for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
392         if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
393 }
394 
WaitForLastSubmittedFrame()395 void WaitForLastSubmittedFrame()
396 {
397     FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
398 
399     UINT64 fenceValue = frameCtx->FenceValue;
400     if (fenceValue == 0)
401         return; // No fence was signaled
402 
403     frameCtx->FenceValue = 0;
404     if (g_fence->GetCompletedValue() >= fenceValue)
405         return;
406 
407     g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
408     WaitForSingleObject(g_fenceEvent, INFINITE);
409 }
410 
WaitForNextFrameResources()411 FrameContext* WaitForNextFrameResources()
412 {
413     UINT nextFrameIndex = g_frameIndex + 1;
414     g_frameIndex = nextFrameIndex;
415 
416     HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
417     DWORD numWaitableObjects = 1;
418 
419     FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
420     UINT64 fenceValue = frameCtx->FenceValue;
421     if (fenceValue != 0) // means no fence was signaled
422     {
423         frameCtx->FenceValue = 0;
424         g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
425         waitableObjects[1] = g_fenceEvent;
426         numWaitableObjects = 2;
427     }
428 
429     WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
430 
431     return frameCtx;
432 }
433 
434 // Forward declare message handler from imgui_impl_win32.cpp
435 extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
436 
437 // Win32 message handler
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)438 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
439 {
440     if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
441         return true;
442 
443     switch (msg)
444     {
445     case WM_SIZE:
446         if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
447         {
448             WaitForLastSubmittedFrame();
449             CleanupRenderTarget();
450             HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
451             assert(SUCCEEDED(result) && "Failed to resize swapchain.");
452             CreateRenderTarget();
453         }
454         return 0;
455     case WM_SYSCOMMAND:
456         if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
457             return 0;
458         break;
459     case WM_DESTROY:
460         ::PostQuitMessage(0);
461         return 0;
462     }
463     return ::DefWindowProc(hWnd, msg, wParam, lParam);
464 }
465