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1 // dear imgui: Renderer Backend for DirectX12
2 // This needs to be used along with a Platform Backend (e.g. Win32)
3 
4 // Implemented features:
5 //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
6 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
7 
8 // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
9 // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
10 // To build this on 32-bit systems:
11 // - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
12 // - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
13 // - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
14 // - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
15 
16 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
17 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
18 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
19 // Read online: https://github.com/ocornut/imgui/tree/master/docs
20 
21 // CHANGELOG
22 // (minor and older changes stripped away, please see git history for details)
23 //  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).
24 //  2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
25 //  2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
26 //  2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
27 //  2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
28 //  2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
29 //  2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
30 //  2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
31 //  2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
32 //  2019-03-29: Misc: Various minor tidying up.
33 //  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
34 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
35 //  2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
36 //  2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
37 //  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).
38 //  2018-02-22: Merged into master with all Win32 code synchronized to other examples.
39 
40 #include "imgui.h"
41 #include "imgui_impl_dx12.h"
42 
43 // DirectX
44 #include <d3d12.h>
45 #include <dxgi1_4.h>
46 #include <d3dcompiler.h>
47 #ifdef _MSC_VER
48 #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
49 #endif
50 
51 // DirectX data
52 struct ImGui_ImplDX12_RenderBuffers
53 {
54     ID3D12Resource*     IndexBuffer;
55     ID3D12Resource*     VertexBuffer;
56     int                 IndexBufferSize;
57     int                 VertexBufferSize;
58 };
59 
60 struct ImGui_ImplDX12_Data
61 {
62     ID3D12Device*                   pd3dDevice;
63     ID3D12RootSignature*            pRootSignature;
64     ID3D12PipelineState*            pPipelineState;
65     DXGI_FORMAT                     RTVFormat;
66     ID3D12Resource*                 pFontTextureResource;
67     D3D12_CPU_DESCRIPTOR_HANDLE     hFontSrvCpuDescHandle;
68     D3D12_GPU_DESCRIPTOR_HANDLE     hFontSrvGpuDescHandle;
69 
70     ImGui_ImplDX12_RenderBuffers*   pFrameResources;
71     UINT                            numFramesInFlight;
72     UINT                            frameIndex;
73 
ImGui_ImplDX12_DataImGui_ImplDX12_Data74     ImGui_ImplDX12_Data()           { memset(this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
75 };
76 
77 struct VERTEX_CONSTANT_BUFFER
78 {
79     float   mvp[4][4];
80 };
81 
82 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
83 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
ImGui_ImplDX12_GetBackendData()84 static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
85 {
86     return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
87 }
88 
89 // Functions
ImGui_ImplDX12_SetupRenderState(ImDrawData * draw_data,ID3D12GraphicsCommandList * ctx,ImGui_ImplDX12_RenderBuffers * fr)90 static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
91 {
92     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
93 
94     // Setup orthographic projection matrix into our constant buffer
95     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
96     VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
97     {
98         float L = draw_data->DisplayPos.x;
99         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
100         float T = draw_data->DisplayPos.y;
101         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
102         float mvp[4][4] =
103         {
104             { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
105             { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
106             { 0.0f,         0.0f,           0.5f,       0.0f },
107             { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
108         };
109         memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
110     }
111 
112     // Setup viewport
113     D3D12_VIEWPORT vp;
114     memset(&vp, 0, sizeof(D3D12_VIEWPORT));
115     vp.Width = draw_data->DisplaySize.x;
116     vp.Height = draw_data->DisplaySize.y;
117     vp.MinDepth = 0.0f;
118     vp.MaxDepth = 1.0f;
119     vp.TopLeftX = vp.TopLeftY = 0.0f;
120     ctx->RSSetViewports(1, &vp);
121 
122     // Bind shader and vertex buffers
123     unsigned int stride = sizeof(ImDrawVert);
124     unsigned int offset = 0;
125     D3D12_VERTEX_BUFFER_VIEW vbv;
126     memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
127     vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
128     vbv.SizeInBytes = fr->VertexBufferSize * stride;
129     vbv.StrideInBytes = stride;
130     ctx->IASetVertexBuffers(0, 1, &vbv);
131     D3D12_INDEX_BUFFER_VIEW ibv;
132     memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
133     ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
134     ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
135     ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
136     ctx->IASetIndexBuffer(&ibv);
137     ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
138     ctx->SetPipelineState(bd->pPipelineState);
139     ctx->SetGraphicsRootSignature(bd->pRootSignature);
140     ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
141 
142     // Setup blend factor
143     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
144     ctx->OMSetBlendFactor(blend_factor);
145 }
146 
147 template<typename T>
SafeRelease(T * & res)148 static inline void SafeRelease(T*& res)
149 {
150     if (res)
151         res->Release();
152     res = NULL;
153 }
154 
155 // Render function
ImGui_ImplDX12_RenderDrawData(ImDrawData * draw_data,ID3D12GraphicsCommandList * ctx)156 void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
157 {
158     // Avoid rendering when minimized
159     if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
160         return;
161 
162     // FIXME: I'm assuming that this only gets called once per frame!
163     // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
164     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
165     bd->frameIndex = bd->frameIndex + 1;
166     ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
167 
168     // Create and grow vertex/index buffers if needed
169     if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
170     {
171         SafeRelease(fr->VertexBuffer);
172         fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
173         D3D12_HEAP_PROPERTIES props;
174         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
175         props.Type = D3D12_HEAP_TYPE_UPLOAD;
176         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
177         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
178         D3D12_RESOURCE_DESC desc;
179         memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
180         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
181         desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
182         desc.Height = 1;
183         desc.DepthOrArraySize = 1;
184         desc.MipLevels = 1;
185         desc.Format = DXGI_FORMAT_UNKNOWN;
186         desc.SampleDesc.Count = 1;
187         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
188         desc.Flags = D3D12_RESOURCE_FLAG_NONE;
189         if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
190             return;
191     }
192     if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
193     {
194         SafeRelease(fr->IndexBuffer);
195         fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
196         D3D12_HEAP_PROPERTIES props;
197         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
198         props.Type = D3D12_HEAP_TYPE_UPLOAD;
199         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
200         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
201         D3D12_RESOURCE_DESC desc;
202         memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
203         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
204         desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
205         desc.Height = 1;
206         desc.DepthOrArraySize = 1;
207         desc.MipLevels = 1;
208         desc.Format = DXGI_FORMAT_UNKNOWN;
209         desc.SampleDesc.Count = 1;
210         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
211         desc.Flags = D3D12_RESOURCE_FLAG_NONE;
212         if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
213             return;
214     }
215 
216     // Upload vertex/index data into a single contiguous GPU buffer
217     void* vtx_resource, *idx_resource;
218     D3D12_RANGE range;
219     memset(&range, 0, sizeof(D3D12_RANGE));
220     if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
221         return;
222     if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
223         return;
224     ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
225     ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
226     for (int n = 0; n < draw_data->CmdListsCount; n++)
227     {
228         const ImDrawList* cmd_list = draw_data->CmdLists[n];
229         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
230         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
231         vtx_dst += cmd_list->VtxBuffer.Size;
232         idx_dst += cmd_list->IdxBuffer.Size;
233     }
234     fr->VertexBuffer->Unmap(0, &range);
235     fr->IndexBuffer->Unmap(0, &range);
236 
237     // Setup desired DX state
238     ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
239 
240     // Render command lists
241     // (Because we merged all buffers into a single one, we maintain our own offset into them)
242     int global_vtx_offset = 0;
243     int global_idx_offset = 0;
244     ImVec2 clip_off = draw_data->DisplayPos;
245     for (int n = 0; n < draw_data->CmdListsCount; n++)
246     {
247         const ImDrawList* cmd_list = draw_data->CmdLists[n];
248         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
249         {
250             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
251             if (pcmd->UserCallback != NULL)
252             {
253                 // User callback, registered via ImDrawList::AddCallback()
254                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
255                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
256                     ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
257                 else
258                     pcmd->UserCallback(cmd_list, pcmd);
259             }
260             else
261             {
262                 // Project scissor/clipping rectangles into framebuffer space
263                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
264                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
265                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
266                     continue;
267 
268                 // Apply Scissor/clipping rectangle, Bind texture, Draw
269                 const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
270                 D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
271                 texture_handle.ptr = (UINT64)pcmd->GetTexID();
272                 ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
273                 ctx->RSSetScissorRects(1, &r);
274                 ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
275             }
276         }
277         global_idx_offset += cmd_list->IdxBuffer.Size;
278         global_vtx_offset += cmd_list->VtxBuffer.Size;
279     }
280 }
281 
ImGui_ImplDX12_CreateFontsTexture()282 static void ImGui_ImplDX12_CreateFontsTexture()
283 {
284     // Build texture atlas
285     ImGuiIO& io = ImGui::GetIO();
286     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
287     unsigned char* pixels;
288     int width, height;
289     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
290 
291     // Upload texture to graphics system
292     {
293         D3D12_HEAP_PROPERTIES props;
294         memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
295         props.Type = D3D12_HEAP_TYPE_DEFAULT;
296         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
297         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
298 
299         D3D12_RESOURCE_DESC desc;
300         ZeroMemory(&desc, sizeof(desc));
301         desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
302         desc.Alignment = 0;
303         desc.Width = width;
304         desc.Height = height;
305         desc.DepthOrArraySize = 1;
306         desc.MipLevels = 1;
307         desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
308         desc.SampleDesc.Count = 1;
309         desc.SampleDesc.Quality = 0;
310         desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
311         desc.Flags = D3D12_RESOURCE_FLAG_NONE;
312 
313         ID3D12Resource* pTexture = NULL;
314         bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
315             D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
316 
317         UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
318         UINT uploadSize = height * uploadPitch;
319         desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
320         desc.Alignment = 0;
321         desc.Width = uploadSize;
322         desc.Height = 1;
323         desc.DepthOrArraySize = 1;
324         desc.MipLevels = 1;
325         desc.Format = DXGI_FORMAT_UNKNOWN;
326         desc.SampleDesc.Count = 1;
327         desc.SampleDesc.Quality = 0;
328         desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
329         desc.Flags = D3D12_RESOURCE_FLAG_NONE;
330 
331         props.Type = D3D12_HEAP_TYPE_UPLOAD;
332         props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
333         props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
334 
335         ID3D12Resource* uploadBuffer = NULL;
336         HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
337             D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
338         IM_ASSERT(SUCCEEDED(hr));
339 
340         void* mapped = NULL;
341         D3D12_RANGE range = { 0, uploadSize };
342         hr = uploadBuffer->Map(0, &range, &mapped);
343         IM_ASSERT(SUCCEEDED(hr));
344         for (int y = 0; y < height; y++)
345             memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
346         uploadBuffer->Unmap(0, &range);
347 
348         D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
349         srcLocation.pResource = uploadBuffer;
350         srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
351         srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
352         srcLocation.PlacedFootprint.Footprint.Width = width;
353         srcLocation.PlacedFootprint.Footprint.Height = height;
354         srcLocation.PlacedFootprint.Footprint.Depth = 1;
355         srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
356 
357         D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
358         dstLocation.pResource = pTexture;
359         dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
360         dstLocation.SubresourceIndex = 0;
361 
362         D3D12_RESOURCE_BARRIER barrier = {};
363         barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
364         barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
365         barrier.Transition.pResource   = pTexture;
366         barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
367         barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
368         barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
369 
370         ID3D12Fence* fence = NULL;
371         hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
372         IM_ASSERT(SUCCEEDED(hr));
373 
374         HANDLE event = CreateEvent(0, 0, 0, 0);
375         IM_ASSERT(event != NULL);
376 
377         D3D12_COMMAND_QUEUE_DESC queueDesc = {};
378         queueDesc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
379         queueDesc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
380         queueDesc.NodeMask = 1;
381 
382         ID3D12CommandQueue* cmdQueue = NULL;
383         hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
384         IM_ASSERT(SUCCEEDED(hr));
385 
386         ID3D12CommandAllocator* cmdAlloc = NULL;
387         hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
388         IM_ASSERT(SUCCEEDED(hr));
389 
390         ID3D12GraphicsCommandList* cmdList = NULL;
391         hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
392         IM_ASSERT(SUCCEEDED(hr));
393 
394         cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
395         cmdList->ResourceBarrier(1, &barrier);
396 
397         hr = cmdList->Close();
398         IM_ASSERT(SUCCEEDED(hr));
399 
400         cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
401         hr = cmdQueue->Signal(fence, 1);
402         IM_ASSERT(SUCCEEDED(hr));
403 
404         fence->SetEventOnCompletion(1, event);
405         WaitForSingleObject(event, INFINITE);
406 
407         cmdList->Release();
408         cmdAlloc->Release();
409         cmdQueue->Release();
410         CloseHandle(event);
411         fence->Release();
412         uploadBuffer->Release();
413 
414         // Create texture view
415         D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
416         ZeroMemory(&srvDesc, sizeof(srvDesc));
417         srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
418         srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
419         srvDesc.Texture2D.MipLevels = desc.MipLevels;
420         srvDesc.Texture2D.MostDetailedMip = 0;
421         srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
422         bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
423         SafeRelease(bd->pFontTextureResource);
424         bd->pFontTextureResource = pTexture;
425     }
426 
427     // Store our identifier
428     // READ THIS IF THE STATIC_ASSERT() TRIGGERS:
429     // - Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
430     // - This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
431     // [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
432     // [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
433     // [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
434     // [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
435     static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
436     io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
437 }
438 
ImGui_ImplDX12_CreateDeviceObjects()439 bool    ImGui_ImplDX12_CreateDeviceObjects()
440 {
441     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
442     if (!bd || !bd->pd3dDevice)
443         return false;
444     if (bd->pPipelineState)
445         ImGui_ImplDX12_InvalidateDeviceObjects();
446 
447     // Create the root signature
448     {
449         D3D12_DESCRIPTOR_RANGE descRange = {};
450         descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
451         descRange.NumDescriptors = 1;
452         descRange.BaseShaderRegister = 0;
453         descRange.RegisterSpace = 0;
454         descRange.OffsetInDescriptorsFromTableStart = 0;
455 
456         D3D12_ROOT_PARAMETER param[2] = {};
457 
458         param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
459         param[0].Constants.ShaderRegister = 0;
460         param[0].Constants.RegisterSpace = 0;
461         param[0].Constants.Num32BitValues = 16;
462         param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
463 
464         param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
465         param[1].DescriptorTable.NumDescriptorRanges = 1;
466         param[1].DescriptorTable.pDescriptorRanges = &descRange;
467         param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
468 
469         D3D12_STATIC_SAMPLER_DESC staticSampler = {};
470         staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
471         staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
472         staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
473         staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
474         staticSampler.MipLODBias = 0.f;
475         staticSampler.MaxAnisotropy = 0;
476         staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
477         staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
478         staticSampler.MinLOD = 0.f;
479         staticSampler.MaxLOD = 0.f;
480         staticSampler.ShaderRegister = 0;
481         staticSampler.RegisterSpace = 0;
482         staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
483 
484         D3D12_ROOT_SIGNATURE_DESC desc = {};
485         desc.NumParameters = _countof(param);
486         desc.pParameters = param;
487         desc.NumStaticSamplers = 1;
488         desc.pStaticSamplers = &staticSampler;
489         desc.Flags =
490             D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
491             D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
492             D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
493             D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
494 
495         // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
496         // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
497         static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
498         if (d3d12_dll == NULL)
499         {
500             // Attempt to load d3d12.dll from local directories. This will only succeed if
501             // (1) the current OS is Windows 7, and
502             // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
503             // See https://github.com/ocornut/imgui/pull/3696 for details.
504             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
505             for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
506                 if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != NULL)
507                     break;
508 
509             // If failed, we are on Windows >= 10.
510             if (d3d12_dll == NULL)
511                 d3d12_dll = ::LoadLibraryA("d3d12.dll");
512 
513             if (d3d12_dll == NULL)
514                 return false;
515         }
516 
517         PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
518         if (D3D12SerializeRootSignatureFn == NULL)
519             return false;
520 
521         ID3DBlob* blob = NULL;
522         if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
523             return false;
524 
525         bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
526         blob->Release();
527     }
528 
529     // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
530     // If you would like to use this DX12 sample code but remove this dependency you can:
531     //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
532     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
533     // See https://github.com/ocornut/imgui/pull/638 for sources and details.
534 
535     D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
536     memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
537     psoDesc.NodeMask = 1;
538     psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
539     psoDesc.pRootSignature = bd->pRootSignature;
540     psoDesc.SampleMask = UINT_MAX;
541     psoDesc.NumRenderTargets = 1;
542     psoDesc.RTVFormats[0] = bd->RTVFormat;
543     psoDesc.SampleDesc.Count = 1;
544     psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
545 
546     ID3DBlob* vertexShaderBlob;
547     ID3DBlob* pixelShaderBlob;
548 
549     // Create the vertex shader
550     {
551         static const char* vertexShader =
552             "cbuffer vertexBuffer : register(b0) \
553             {\
554               float4x4 ProjectionMatrix; \
555             };\
556             struct VS_INPUT\
557             {\
558               float2 pos : POSITION;\
559               float4 col : COLOR0;\
560               float2 uv  : TEXCOORD0;\
561             };\
562             \
563             struct PS_INPUT\
564             {\
565               float4 pos : SV_POSITION;\
566               float4 col : COLOR0;\
567               float2 uv  : TEXCOORD0;\
568             };\
569             \
570             PS_INPUT main(VS_INPUT input)\
571             {\
572               PS_INPUT output;\
573               output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
574               output.col = input.col;\
575               output.uv  = input.uv;\
576               return output;\
577             }";
578 
579         if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
580             return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
581         psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
582 
583         // Create the input layout
584         static D3D12_INPUT_ELEMENT_DESC local_layout[] =
585         {
586             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
587             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
588             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
589         };
590         psoDesc.InputLayout = { local_layout, 3 };
591     }
592 
593     // Create the pixel shader
594     {
595         static const char* pixelShader =
596             "struct PS_INPUT\
597             {\
598               float4 pos : SV_POSITION;\
599               float4 col : COLOR0;\
600               float2 uv  : TEXCOORD0;\
601             };\
602             SamplerState sampler0 : register(s0);\
603             Texture2D texture0 : register(t0);\
604             \
605             float4 main(PS_INPUT input) : SV_Target\
606             {\
607               float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
608               return out_col; \
609             }";
610 
611         if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
612         {
613             vertexShaderBlob->Release();
614             return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
615         }
616         psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
617     }
618 
619     // Create the blending setup
620     {
621         D3D12_BLEND_DESC& desc = psoDesc.BlendState;
622         desc.AlphaToCoverageEnable = false;
623         desc.RenderTarget[0].BlendEnable = true;
624         desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
625         desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
626         desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
627         desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
628         desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
629         desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
630         desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
631     }
632 
633     // Create the rasterizer state
634     {
635         D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
636         desc.FillMode = D3D12_FILL_MODE_SOLID;
637         desc.CullMode = D3D12_CULL_MODE_NONE;
638         desc.FrontCounterClockwise = FALSE;
639         desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
640         desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
641         desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
642         desc.DepthClipEnable = true;
643         desc.MultisampleEnable = FALSE;
644         desc.AntialiasedLineEnable = FALSE;
645         desc.ForcedSampleCount = 0;
646         desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
647     }
648 
649     // Create depth-stencil State
650     {
651         D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
652         desc.DepthEnable = false;
653         desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
654         desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
655         desc.StencilEnable = false;
656         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
657         desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
658         desc.BackFace = desc.FrontFace;
659     }
660 
661     HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
662     vertexShaderBlob->Release();
663     pixelShaderBlob->Release();
664     if (result_pipeline_state != S_OK)
665         return false;
666 
667     ImGui_ImplDX12_CreateFontsTexture();
668 
669     return true;
670 }
671 
ImGui_ImplDX12_InvalidateDeviceObjects()672 void    ImGui_ImplDX12_InvalidateDeviceObjects()
673 {
674     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
675     if (!bd || !bd->pd3dDevice)
676         return;
677     ImGuiIO& io = ImGui::GetIO();
678 
679     SafeRelease(bd->pRootSignature);
680     SafeRelease(bd->pPipelineState);
681     SafeRelease(bd->pFontTextureResource);
682     io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
683 
684     for (UINT i = 0; i < bd->numFramesInFlight; i++)
685     {
686         ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
687         SafeRelease(fr->IndexBuffer);
688         SafeRelease(fr->VertexBuffer);
689     }
690 }
691 
ImGui_ImplDX12_Init(ID3D12Device * device,int num_frames_in_flight,DXGI_FORMAT rtv_format,ID3D12DescriptorHeap * cbv_srv_heap,D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)692 bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
693                          D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
694 {
695     ImGuiIO& io = ImGui::GetIO();
696     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
697 
698     // Setup backend capabilities flags
699     ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
700     io.BackendRendererUserData = (void*)bd;
701     io.BackendRendererName = "imgui_impl_dx12";
702     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
703 
704     bd->pd3dDevice = device;
705     bd->RTVFormat = rtv_format;
706     bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
707     bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
708     bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
709     bd->numFramesInFlight = num_frames_in_flight;
710     bd->frameIndex = UINT_MAX;
711     IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
712 
713     // Create buffers with a default size (they will later be grown as needed)
714     for (int i = 0; i < num_frames_in_flight; i++)
715     {
716         ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
717         fr->IndexBuffer = NULL;
718         fr->VertexBuffer = NULL;
719         fr->IndexBufferSize = 10000;
720         fr->VertexBufferSize = 5000;
721     }
722 
723     return true;
724 }
725 
ImGui_ImplDX12_Shutdown()726 void ImGui_ImplDX12_Shutdown()
727 {
728     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
729     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
730     ImGuiIO& io = ImGui::GetIO();
731 
732     ImGui_ImplDX12_InvalidateDeviceObjects();
733     delete[] bd->pFrameResources;
734     io.BackendRendererName = NULL;
735     io.BackendRendererUserData = NULL;
736     IM_DELETE(bd);
737 }
738 
ImGui_ImplDX12_NewFrame()739 void ImGui_ImplDX12_NewFrame()
740 {
741     ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
742     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
743 
744     if (!bd->pPipelineState)
745         ImGui_ImplDX12_CreateDeviceObjects();
746 }
747