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| #include "MyImGUI.h" #include <tchar.h>
static CONST INT NUM_FRAMES_IN_FLIGHT = 3; static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; static UINT g_frameIndex = 0;
static CONST INT NUM_BACK_BUFFERS = 3; static ID3D12Device* g_pd3dDevice = nullptr; static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr; static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr; static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr; static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr; static ID3D12Fence* g_fence = nullptr; static HANDLE g_fenceEvent = nullptr; static UINT64 g_fenceLastSignaledValue = 0; static IDXGISwapChain3* g_pSwapChain = nullptr; static BOOL g_SwapChainOccluded = false; static HANDLE g_hSwapChainWaitableObject = nullptr; static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
bool CreateDeviceD3D(HWND hWnd); VOID CleanupDeviceD3D(VOID); VOID CreateRenderTarget(VOID); VOID CleanupRenderTarget(VOID); VOID WaitForLastSubmittedFrame(VOID); FrameContext* WaitForNextFrameResources();
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return TRUE; switch (msg) { case WM_SIZE: { if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED) { WaitForLastSubmittedFrame(); CleanupRenderTarget(); HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT); assert(SUCCEEDED(result) && "Failed to resize swapchain."); CreateRenderTarget(); }; return 0; }; case WM_SYSCOMMAND: { if ((wParam & 0xfff0) == SC_KEYMENU) return 0; break; }; case WM_DESTROY: { ::PostQuitMessage(0); return 0; }; }; return ::DefWindowProcW(hWnd, msg, wParam, lParam); };
INT _tmain(INT argc, _TCHAR argv[]) { WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, TEXT("ImGui Example"), nullptr }; ::RegisterClassExW(&wc); HWND hwnd = ::CreateWindowW(wc.lpszClassName, TEXT("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); if (!CreateDeviceD3D(hwnd)) { CleanupDeviceD3D(); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); return 1; }; ::ShowWindow(hwnd, SW_SHOWDEFAULT); ::UpdateWindow(hwnd); IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (VOID)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; ImGui::StyleColorsDark(); ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\msyh.ttc", 25.0f, nullptr, io.Fonts->GetGlyphRangesChineseFull()); ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); BOOL done = FALSE; while (!done) { MSG msg; while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); if (msg.message == WM_QUIT) done = TRUE; }; if (done) break; if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) { ::Sleep(10); continue; }; g_SwapChainOccluded = FALSE; ImGui_ImplDX12_NewFrame(); ImGui_ImplWin32_NewFrame(); ImGui::NewFrame();
ImGui::Render(); FrameContext* frameCtx = WaitForNextFrameResources(); UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); frameCtx->CommandAllocator->Reset(); D3D12_RESOURCE_BARRIER barrier = {}; barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr); g_pd3dCommandList->ResourceBarrier(1, &barrier); 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 }; g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, nullptr); g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr); g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; g_pd3dCommandList->ResourceBarrier(1, &barrier); g_pd3dCommandList->Close(); g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList * CONST*) & g_pd3dCommandList); HRESULT hr = g_pSwapChain->Present(1, 0); g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); UINT64 fenceValue = g_fenceLastSignaledValue + 1; g_pd3dCommandQueue->Signal(g_fence, fenceValue); g_fenceLastSignaledValue = fenceValue; frameCtx->FenceValue = fenceValue; }; WaitForLastSubmittedFrame(); ImGui_ImplDX12_Shutdown(); ImGui_ImplWin32_Shutdown(); ImGui::DestroyContext(); CleanupDeviceD3D(); ::DestroyWindow(hwnd); ::UnregisterClassW(wc.lpszClassName, wc.hInstance); return 0; }; bool CreateDeviceD3D(HWND hWnd) { DXGI_SWAP_CHAIN_DESC1 sd; { ::ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = NUM_BACK_BUFFERS; sd.Width = 0; sd.Height = 0; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; sd.Scaling = DXGI_SCALING_STRETCH; sd.Stereo = FALSE; }; #ifdef DX12_ENABLE_DEBUG_LAYER ID3D12Debug* pdx12Debug = nullptr; if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug)))) pdx12Debug->EnableDebugLayer(); #endif D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) return FALSE; #ifdef DX12_ENABLE_DEBUG_LAYER if (pdx12Debug != nullptr) { ID3D12InfoQueue* pInfoQueue = nullptr; g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue)); pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, TRUE); pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, TRUE); pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, TRUE); pInfoQueue->Release(); pdx12Debug->Release(); }; #endif { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; desc.NumDescriptors = NUM_BACK_BUFFERS; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; desc.NodeMask = 1; if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) return FALSE; SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) { g_mainRenderTargetDescriptor[i] = rtvHandle; rtvHandle.ptr += rtvDescriptorSize; }; }; { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; desc.NumDescriptors = 1; desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) return FALSE; }; { D3D12_COMMAND_QUEUE_DESC desc = {}; desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; desc.NodeMask = 1; if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) return FALSE; }; for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) return FALSE; if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || g_pd3dCommandList->Close() != S_OK) return FALSE; if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) return FALSE; g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); if (g_fenceEvent == nullptr) return FALSE; { IDXGIFactory4* dxgiFactory = nullptr; IDXGISwapChain1* swapChain1 = nullptr; if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK) return FALSE; if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK) return FALSE; if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) return FALSE; swapChain1->Release(); dxgiFactory->Release(); g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); }; CreateRenderTarget(); return TRUE; }; VOID CleanupDeviceD3D(VOID) { CleanupRenderTarget(); if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(FALSE, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; } if (g_hSwapChainWaitableObject != nullptr) CloseHandle(g_hSwapChainWaitableObject); for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; }; if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }; if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }; if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = nullptr; }; if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = nullptr; }; if (g_fence) { g_fence->Release(); g_fence = nullptr; }; if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = nullptr; }; if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }; #ifdef DX12_ENABLE_DEBUG_LAYER IDXGIDebug1* pDebug = nullptr; if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) { pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY); pDebug->Release(); }; #endif return; }; VOID CreateRenderTarget(VOID) { for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) { ID3D12Resource* pBackBuffer = nullptr; g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]); g_mainRenderTargetResource[i] = pBackBuffer; }; return; }; VOID CleanupRenderTarget(VOID) { WaitForLastSubmittedFrame(); for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }; return; }; VOID WaitForLastSubmittedFrame(VOID) { FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; UINT64 fenceValue = frameCtx->FenceValue; if (fenceValue == 0) return; frameCtx->FenceValue = 0; if (g_fence->GetCompletedValue() >= fenceValue) return; g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); WaitForSingleObject(g_fenceEvent, INFINITE); return; }; FrameContext* WaitForNextFrameResources(VOID) { UINT nextFrameIndex = g_frameIndex + 1; g_frameIndex = nextFrameIndex; HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr }; DWORD numWaitableObjects = 1; FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; UINT64 fenceValue = frameCtx->FenceValue; if (fenceValue != 0) { frameCtx->FenceValue = 0; g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); waitableObjects[1] = g_fenceEvent; numWaitableObjects = 2; }; WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); return frameCtx; };
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