1 // ImGui - standalone example application for DirectX 12
2 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
3 // FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
4
5 #include "imgui.h"
6 #include "imgui_impl_win32.h"
7 #include "imgui_impl_dx12.h"
8 #include <d3d12.h>
9 #include <dxgi1_4.h>
10 #include <tchar.h>
11
12 #define DX12_ENABLE_DEBUG_LAYER 0
13
14 struct FrameContext
15 {
16 ID3D12CommandAllocator* CommandAllocator;
17 UINT64 FenceValue;
18 };
19
20 // Data
21 static int const NUM_FRAMES_IN_FLIGHT = 3;
22 static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
23 static UINT g_frameIndex = 0;
24
25 static int const NUM_BACK_BUFFERS = 3;
26 static ID3D12Device* g_pd3dDevice = NULL;
27 static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
28 static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
29 static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
30 static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
31 static ID3D12Fence* g_fence = NULL;
32 static HANDLE g_fenceEvent = NULL;
33 static UINT64 g_fenceLastSignaledValue = 0;
34 static IDXGISwapChain3* g_pSwapChain = NULL;
35 static HANDLE g_hSwapChainWaitableObject = NULL;
36 static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
37 static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
38
CreateRenderTarget()39 void CreateRenderTarget()
40 {
41 ID3D12Resource* pBackBuffer;
42 for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
43 {
44 g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
45 g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
46 g_mainRenderTargetResource[i] = pBackBuffer;
47 }
48 }
49
WaitForLastSubmittedFrame()50 void WaitForLastSubmittedFrame()
51 {
52 FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
53
54 UINT64 fenceValue = frameCtxt->FenceValue;
55 if (fenceValue == 0)
56 return; // No fence was signaled
57
58 frameCtxt->FenceValue = 0;
59 if (g_fence->GetCompletedValue() >= fenceValue)
60 return;
61
62 g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
63 WaitForSingleObject(g_fenceEvent, INFINITE);
64 }
65
WaitForNextFrameResources()66 FrameContext* WaitForNextFrameResources()
67 {
68 UINT nextFrameIndex = g_frameIndex + 1;
69 g_frameIndex = nextFrameIndex;
70
71 HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
72 DWORD numWaitableObjects = 1;
73
74 FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
75 UINT64 fenceValue = frameCtxt->FenceValue;
76 if (fenceValue != 0) // means no fence was signaled
77 {
78 frameCtxt->FenceValue = 0;
79 g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
80 waitableObjects[1] = g_fenceEvent;
81 numWaitableObjects = 2;
82 }
83
84 WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
85
86 return frameCtxt;
87 }
88
ResizeSwapChain(HWND hWnd,int width,int height)89 void ResizeSwapChain(HWND hWnd, int width, int height)
90 {
91 DXGI_SWAP_CHAIN_DESC1 sd;
92 g_pSwapChain->GetDesc1(&sd);
93 sd.Width = width;
94 sd.Height = height;
95
96 IDXGIFactory4* dxgiFactory = NULL;
97 g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
98
99 g_pSwapChain->Release();
100 CloseHandle(g_hSwapChainWaitableObject);
101
102 IDXGISwapChain1* swapChain1 = NULL;
103 dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
104 swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
105 swapChain1->Release();
106 dxgiFactory->Release();
107
108 g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
109
110 g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
111 assert(g_hSwapChainWaitableObject != NULL);
112 }
113
CleanupRenderTarget()114 void CleanupRenderTarget()
115 {
116 WaitForLastSubmittedFrame();
117
118 for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
119 if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
120 }
121
CreateDeviceD3D(HWND hWnd)122 HRESULT CreateDeviceD3D(HWND hWnd)
123 {
124 // Setup swap chain
125 DXGI_SWAP_CHAIN_DESC1 sd;
126 {
127 ZeroMemory(&sd, sizeof(sd));
128 sd.BufferCount = NUM_BACK_BUFFERS;
129 sd.Width = 0;
130 sd.Height = 0;
131 sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
132 sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
133 sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
134 sd.SampleDesc.Count = 1;
135 sd.SampleDesc.Quality = 0;
136 sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
137 sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
138 sd.Scaling = DXGI_SCALING_STRETCH;
139 sd.Stereo = FALSE;
140 }
141
142 if (DX12_ENABLE_DEBUG_LAYER)
143 {
144 ID3D12Debug* dx12Debug = NULL;
145 if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
146 {
147 dx12Debug->EnableDebugLayer();
148 dx12Debug->Release();
149 }
150 }
151
152 D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
153 if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
154 return E_FAIL;
155
156 {
157 D3D12_DESCRIPTOR_HEAP_DESC desc = {};
158 desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
159 desc.NumDescriptors = NUM_BACK_BUFFERS;
160 desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
161 desc.NodeMask = 1;
162 if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
163 return E_FAIL;
164
165 SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
166 D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
167 for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
168 {
169 g_mainRenderTargetDescriptor[i] = rtvHandle;
170 rtvHandle.ptr += rtvDescriptorSize;
171 }
172 }
173
174 {
175 D3D12_DESCRIPTOR_HEAP_DESC desc = {};
176 desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
177 desc.NumDescriptors = 1;
178 desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
179 if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
180 return E_FAIL;
181 }
182
183 {
184 D3D12_COMMAND_QUEUE_DESC desc = {};
185 desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
186 desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
187 desc.NodeMask = 1;
188 if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
189 return E_FAIL;
190 }
191
192 for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
193 if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
194 return E_FAIL;
195
196 if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
197 g_pd3dCommandList->Close() != S_OK)
198 return E_FAIL;
199
200 if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
201 return E_FAIL;
202
203 g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
204 if (g_fenceEvent == NULL)
205 return E_FAIL;
206
207 {
208 IDXGIFactory4* dxgiFactory = NULL;
209 IDXGISwapChain1* swapChain1 = NULL;
210 if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
211 dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
212 swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
213 return E_FAIL;
214 swapChain1->Release();
215 dxgiFactory->Release();
216 g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
217 g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
218 }
219
220 CreateRenderTarget();
221
222 return S_OK;
223 }
224
CleanupDeviceD3D()225 void CleanupDeviceD3D()
226 {
227 CleanupRenderTarget();
228 if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
229 if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
230 for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
231 if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
232 if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
233 if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
234 if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
235 if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
236 if (g_fence) { g_fence->Release(); g_fence = NULL; }
237 if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
238 if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
239 }
240
241 extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)242 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
243 {
244 if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
245 return true;
246
247 switch (msg)
248 {
249 case WM_SIZE:
250 if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
251 {
252 ImGui_ImplDX12_InvalidateDeviceObjects();
253 CleanupRenderTarget();
254 ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
255 CreateRenderTarget();
256 ImGui_ImplDX12_CreateDeviceObjects();
257 }
258 return 0;
259 case WM_SYSCOMMAND:
260 if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
261 return 0;
262 break;
263 case WM_DESTROY:
264 PostQuitMessage(0);
265 return 0;
266 }
267 return DefWindowProc(hWnd, msg, wParam, lParam);
268 }
269
main(int,char **)270 int main(int, char**)
271 {
272 // Create application window
273 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
274 RegisterClassEx(&wc);
275 HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
276
277 // Initialize Direct3D
278 if (CreateDeviceD3D(hwnd) < 0)
279 {
280 CleanupDeviceD3D();
281 UnregisterClass(_T("ImGui Example"), wc.hInstance);
282 return 1;
283 }
284
285 // Show the window
286 ShowWindow(hwnd, SW_SHOWDEFAULT);
287 UpdateWindow(hwnd);
288
289 // Setup Dear ImGui binding
290 IMGUI_CHECKVERSION();
291 ImGui::CreateContext();
292 ImGuiIO& io = ImGui::GetIO(); (void)io;
293 //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
294
295 ImGui_ImplWin32_Init(hwnd);
296 ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
297 DXGI_FORMAT_R8G8B8A8_UNORM,
298 g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
299 g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
300
301 // Setup style
302 ImGui::StyleColorsDark();
303 //ImGui::StyleColorsClassic();
304
305 // Load Fonts
306 // - 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.
307 // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
308 // - 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).
309 // - 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.
310 // - Read 'misc/fonts/README.txt' for more instructions and details.
311 // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
312 //io.Fonts->AddFontDefault();
313 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
314 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
315 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
316 //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
317 //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
318 //IM_ASSERT(font != NULL);
319
320 bool show_demo_window = true;
321 bool show_another_window = false;
322 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
323
324 // Main loop
325 MSG msg;
326 ZeroMemory(&msg, sizeof(msg));
327 while (msg.message != WM_QUIT)
328 {
329 // Poll and handle messages (inputs, window resize, etc.)
330 // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
331 // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
332 // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
333 // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
334 if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
335 {
336 TranslateMessage(&msg);
337 DispatchMessage(&msg);
338 continue;
339 }
340
341 // Start the Dear ImGui frame
342 ImGui_ImplDX12_NewFrame();
343 ImGui_ImplWin32_NewFrame();
344 ImGui::NewFrame();
345
346 // 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!).
347 if (show_demo_window)
348 ImGui::ShowDemoWindow(&show_demo_window);
349
350 // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
351 {
352 static float f = 0.0f;
353 static int counter = 0;
354
355 ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
356
357 ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
358 ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
359 ImGui::Checkbox("Another Window", &show_another_window);
360
361 ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
362 ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
363
364 if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
365 counter++;
366 ImGui::SameLine();
367 ImGui::Text("counter = %d", counter);
368
369 ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
370 ImGui::End();
371 }
372
373 // 3. Show another simple window.
374 if (show_another_window)
375 {
376 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)
377 ImGui::Text("Hello from another window!");
378 if (ImGui::Button("Close Me"))
379 show_another_window = false;
380 ImGui::End();
381 }
382
383 // Rendering
384 FrameContext* frameCtxt = WaitForNextFrameResources();
385 UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
386 frameCtxt->CommandAllocator->Reset();
387
388 D3D12_RESOURCE_BARRIER barrier = {};
389 barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
390 barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
391 barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
392 barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
393 barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
394 barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
395
396 g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
397 g_pd3dCommandList->ResourceBarrier(1, &barrier);
398 g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
399 g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
400 g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
401 ImGui::Render();
402 ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
403 barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
404 barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
405 g_pd3dCommandList->ResourceBarrier(1, &barrier);
406 g_pd3dCommandList->Close();
407
408 g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
409
410 g_pSwapChain->Present(1, 0); // Present with vsync
411 //g_pSwapChain->Present(0, 0); // Present without vsync
412
413 UINT64 fenceValue = g_fenceLastSignaledValue + 1;
414 g_pd3dCommandQueue->Signal(g_fence, fenceValue);
415 g_fenceLastSignaledValue = fenceValue;
416 frameCtxt->FenceValue = fenceValue;
417 }
418
419 WaitForLastSubmittedFrame();
420 ImGui_ImplDX12_Shutdown();
421 ImGui_ImplWin32_Shutdown();
422 ImGui::DestroyContext();
423
424 CleanupDeviceD3D();
425 DestroyWindow(hwnd);
426 UnregisterClass(_T("ImGui Example"), wc.hInstance);
427
428 return 0;
429 }
430