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authorlbavoil <[email protected]>2016-03-25 13:01:54 +0100
committerlbavoil <[email protected]>2016-03-25 13:01:54 +0100
commit99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c (patch)
treefbcd4260d6c953d569a887505336a1c3f202e10f /samples/D3D12/external/imgui/examples
downloadhbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.tar.xz
hbaoplus-99174e4e5fb4b7079da80b35a6dfd68f3fd56a1c.zip
GFSDK_HBAO+_distro_r3.0_cl20573789
Diffstat (limited to 'samples/D3D12/external/imgui/examples')
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj156
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj.filters42
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.cpp826
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.h23
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/main.cpp225
5 files changed, 1272 insertions, 0 deletions
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj b/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj
new file mode 100644
index 0000000..d3dcd0e
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj
@@ -0,0 +1,156 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup Label="ProjectConfigurations">
+ <ProjectConfiguration Include="Debug|Win32">
+ <Configuration>Debug</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Debug|x64">
+ <Configuration>Debug</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
+ <Configuration>Release</Configuration>
+ <Platform>Win32</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|x64">
+ <Configuration>Release</Configuration>
+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ </ItemGroup>
+ <PropertyGroup Label="Globals">
+ <ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
+ <RootNamespace>directx11_example</RootNamespace>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>true</UseDebugLibraries>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+ <ConfigurationType>Application</ConfigurationType>
+ <UseDebugLibraries>false</UseDebugLibraries>
+ <WholeProgramOptimization>true</WholeProgramOptimization>
+ <CharacterSet>Unicode</CharacterSet>
+ </PropertyGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+ <ImportGroup Label="ExtensionSettings">
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+ <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
+ </ImportGroup>
+ <PropertyGroup Label="UserMacros" />
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+ <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+ </PropertyGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>Disabled</Optimization>
+ <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+ <ClCompile>
+ <WarningLevel>Level4</WarningLevel>
+ <Optimization>MaxSpeed</Optimization>
+ <FunctionLevelLinking>true</FunctionLevelLinking>
+ <IntrinsicFunctions>true</IntrinsicFunctions>
+ <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+ </ClCompile>
+ <Link>
+ <GenerateDebugInformation>true</GenerateDebugInformation>
+ <EnableCOMDATFolding>true</EnableCOMDATFolding>
+ <OptimizeReferences>true</OptimizeReferences>
+ <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+ <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+ <SubSystem>Console</SubSystem>
+ </Link>
+ </ItemDefinitionGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h" />
+ <ClInclude Include="..\..\imgui.h" />
+ <ClInclude Include="..\..\imgui_internal.h" />
+ <ClInclude Include="imgui_impl_dx11.h" />
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp" />
+ <ClCompile Include="..\..\imgui_demo.cpp" />
+ <ClCompile Include="..\..\imgui_draw.cpp" />
+ <ClCompile Include="imgui_impl_dx11.cpp" />
+ <ClCompile Include="main.cpp" />
+ </ItemGroup>
+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+ <ImportGroup Label="ExtensionTargets">
+ </ImportGroup>
+</Project> \ No newline at end of file
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj.filters b/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj.filters
new file mode 100644
index 0000000..ac905dd
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/directx12_example.vcxproj.filters
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <ItemGroup>
+ <Filter Include="imgui">
+ <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+ </Filter>
+ <Filter Include="sources">
+ <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+ </Filter>
+ </ItemGroup>
+ <ItemGroup>
+ <ClInclude Include="..\..\imconfig.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ <ClInclude Include="imgui_impl_dx11.h">
+ <Filter>sources</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\imgui_internal.h">
+ <Filter>imgui</Filter>
+ </ClInclude>
+ </ItemGroup>
+ <ItemGroup>
+ <ClCompile Include="..\..\imgui.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="main.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="imgui_impl_dx11.cpp">
+ <Filter>sources</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_demo.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ <ClCompile Include="..\..\imgui_draw.cpp">
+ <Filter>imgui</Filter>
+ </ClCompile>
+ </ItemGroup>
+</Project> \ No newline at end of file
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.cpp b/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.cpp
new file mode 100644
index 0000000..5947cd4
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.cpp
@@ -0,0 +1,826 @@
+// ImGui Win32 + DirectX11 binding
+// https://github.com/ocornut/imgui
+
+#include <imgui.h>
+#include "imgui_impl_dx12.h"
+
+// DirectX
+#include <d3d12.h>
+#include <d3dx12.h>
+
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+#define ALIGNED_SIZE(size, align) ((size + (align - 1)) & ~(align - 1))
+
+// Data
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+
+static HWND g_hWnd = 0;
+static ID3D12Device* g_pd3dDevice = NULL;
+static ID3D12GraphicsCommandList* g_pd3dCmdList = NULL;
+static ID3D12CommandQueue* g_pd3dCmdQueue = NULL;
+static ID3D12Resource* g_pFontTextureUploadHeap = NULL;
+
+enum DescHeapHandleLayout
+{
+ eVertexCB = 0,
+ eFontTexture = 1,
+};
+
+struct GpuFence
+{
+ ID3D12Fence* pFence = NULL;
+ HANDLE hFenceEvent = 0;
+ UINT64 FenceValue = 0;
+
+ void Init()
+ {
+ if (FAILED(g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&pFence)))) return;
+ pFence->SetName(L"ImguiFence");
+ FenceValue = 0;
+ hFenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
+ }
+
+ void Release()
+ {
+ if (pFence) pFence->Release();
+ pFence = NULL;
+ FenceValue = 0;
+ CloseHandle(hFenceEvent);
+ }
+
+ void IncrFence()
+ {
+ FenceValue++;
+ }
+
+ void WaitForFence()
+ {
+ // Schedule a Signal command in the queue.
+ if (FAILED(g_pd3dCmdQueue->Signal(pFence, FenceValue))) return;
+
+ if (FAILED(pFence->SetEventOnCompletion(FenceValue, hFenceEvent))) return;
+
+ WaitForSingleObjectEx(hFenceEvent, INFINITE, FALSE);
+ }
+};
+
+static GpuFence g_GpuFence;
+
+struct DescHeapInfo
+{
+ ID3D12DescriptorHeap* DescHeap;
+ UINT BaseOffset;
+ UINT IncrSize;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE GetCpuHandle(UINT Index)
+ {
+ D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle = DescHeap->GetCPUDescriptorHandleForHeapStart();
+ CpuHandle.ptr += IncrSize * (BaseOffset + Index);
+ return CpuHandle;
+ }
+
+ D3D12_GPU_DESCRIPTOR_HANDLE GetGpuHandle(UINT Index)
+ {
+ D3D12_GPU_DESCRIPTOR_HANDLE GpuHandle = DescHeap->GetGPUDescriptorHandleForHeapStart();
+ GpuHandle.ptr += IncrSize * (BaseOffset + Index);
+ return GpuHandle;
+ }
+};
+
+DescHeapInfo g_DescHeapCbvSrvUav;
+
+static ID3D12Resource* g_pVB = NULL;
+static ID3D12Resource* g_pIB = NULL;
+static D3D12_VERTEX_BUFFER_VIEW g_VBView = {};
+static D3D12_INDEX_BUFFER_VIEW g_IBView = {};
+static ID3D10Blob* g_pVertexShader = NULL;
+static ID3D12Resource* g_pVertexConstantBuffer = NULL;
+static ID3D10Blob* g_pPixelShader = NULL;
+static ID3D12RootSignature* g_pRootSignature = NULL;
+static ID3D12PipelineState* g_pPSO = NULL;
+static ID3D12Resource* g_pFontTexture = NULL;
+static D3D12_STATIC_SAMPLER_DESC g_FontSampler;
+static D3D12_CPU_DESCRIPTOR_HANDLE g_cbCpuHandle;
+
+static int VERTEX_BUFFER_SIZE = 20000; // TODO: Make buffers smaller and grow dynamically as needed.
+static int INDEX_BUFFER_SIZE = 40000; // TODO: Make buffers smaller and grow dynamically as needed.
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data)
+{
+ ImDrawVert* vtx_dst = NULL;
+ ImDrawIdx* idx_dst = NULL;
+
+ // Copy and convert all vertices into a single contiguous buffer
+ if (g_pVB->Map(0, nullptr, reinterpret_cast<void**>(&vtx_dst)) != S_OK)
+ return;
+ if (g_pIB->Map(0, nullptr, reinterpret_cast<void**>(&idx_dst)) != S_OK)
+ return;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
+ memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.size();
+ idx_dst += cmd_list->IdxBuffer.size();
+ }
+ g_pVB->Unmap(0, nullptr);
+ g_pIB->Unmap(0, nullptr);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ VERTEX_CONSTANT_BUFFER* pConstantBuffer = NULL;
+ g_pVertexConstantBuffer->Map(0, nullptr, reinterpret_cast<void**>(&pConstantBuffer));
+
+ const float L = 0.0f;
+ const float R = ImGui::GetIO().DisplaySize.x;
+ const float B = ImGui::GetIO().DisplaySize.y;
+ const float T = 0.0f;
+ const float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+ g_pVertexConstantBuffer->Unmap(0, nullptr);
+ }
+
+ // Setup viewport
+ {
+ D3D12_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D12_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pd3dCmdList->RSSetViewports(1, &vp);
+ }
+
+ ID3D12DescriptorHeap* descHeaps[] = { g_DescHeapCbvSrvUav.DescHeap };
+ g_pd3dCmdList->SetDescriptorHeaps(ARRAYSIZE(descHeaps), descHeaps);
+
+ // Bind shader and vertex buffers
+ g_pd3dCmdList->SetGraphicsRootSignature(g_pRootSignature);
+ g_pd3dCmdList->SetPipelineState(g_pPSO);
+ g_pd3dCmdList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ g_pd3dCmdList->IASetVertexBuffers(0, 1, &g_VBView);
+ g_pd3dCmdList->IASetIndexBuffer(&g_IBView);
+
+ g_pd3dCmdList->SetGraphicsRootConstantBufferView(0, g_pVertexConstantBuffer->GetGPUVirtualAddress());
+ //g_pd3dCmdList->SetGraphicsRootDescriptorTable(0, g_DescHeapCbvSrvUav.GetGpuHandle(eCB));
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dCmdList->OMSetBlendFactor(blendFactor);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+ D3D12_GPU_DESCRIPTOR_HANDLE* FontTextureGpuHandle = (D3D12_GPU_DESCRIPTOR_HANDLE*)pcmd->TextureId;
+ g_pd3dCmdList->SetGraphicsRootDescriptorTable(1, *FontTextureGpuHandle);
+ g_pd3dCmdList->RSSetScissorRects(1, &r);
+ g_pd3dCmdList->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.size();
+ }
+
+ g_GpuFence.IncrFence();
+}
+
+LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_KEYDOWN:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return true;
+ case WM_KEYUP:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 0;
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ }
+ return 0;
+}
+
+void SetResourceBarrier(ID3D12GraphicsCommandList* commandList,
+ ID3D12Resource* res,
+ D3D12_RESOURCE_STATES before,
+ D3D12_RESOURCE_STATES after)
+{
+ D3D12_RESOURCE_BARRIER desc = {};
+ desc.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
+ desc.Transition.pResource = res;
+ desc.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
+ desc.Transition.StateBefore = before;
+ desc.Transition.StateAfter = after;
+ desc.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
+ commandList->ResourceBarrier(1, &desc);
+}
+
+static void ImGui_ImplDX12_CreateFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImFont* font0 = io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18);
+
+ // Build
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Create DX12 texture
+ {
+ D3D12_RESOURCE_DESC Desc = {};
+ Desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
+ Desc.Width = width;
+ Desc.Height = height;
+ Desc.MipLevels = 1;
+ Desc.DepthOrArraySize = 1;
+ Desc.SampleDesc.Count = 1;
+ Desc.SampleDesc.Quality = 0;
+ Desc.Flags = D3D12_RESOURCE_FLAG_NONE;
+ Desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
+ Desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ Desc.Alignment = 0;
+
+ D3D12_HEAP_PROPERTIES texHeapProp = {
+ D3D12_HEAP_TYPE_DEFAULT,
+ D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
+ D3D12_MEMORY_POOL_UNKNOWN,
+ 1, 1
+ };
+
+ if (g_pFontTexture) g_pFontTexture->Release();
+
+ if (g_pd3dDevice->CreateCommittedResource(
+ &texHeapProp,
+ D3D12_HEAP_FLAG_NONE,
+ &Desc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pFontTexture)) != S_OK)
+ {
+ assert(0);
+ return;
+ }
+
+ g_pFontTexture->SetName(L"ImGuiFontTexture");
+
+ // Initialize texture
+ {
+ // Create the texture.
+ const UINT64 uploadBufferSize = GetRequiredIntermediateSize(g_pFontTexture, 0, 1);
+
+ // Create the GPU upload buffer.
+ if (g_pd3dDevice->CreateCommittedResource(
+ &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
+ D3D12_HEAP_FLAG_NONE,
+ &CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize),
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pFontTextureUploadHeap)) != S_OK)
+ {
+ assert(0);
+ return;
+ }
+ g_pFontTextureUploadHeap->SetName(L"Imgui_TextureUploadHeap");
+ // Copy data to the intermediate upload heap and then schedule a copy
+ // from the upload heap to the Texture2D.
+ D3D12_SUBRESOURCE_DATA textureData = {};
+ textureData.pData = pixels;
+ textureData.RowPitch = width * 4;
+ textureData.SlicePitch = textureData.RowPitch * height;
+
+ SetResourceBarrier(g_pd3dCmdList, g_pFontTexture, D3D12_RESOURCE_STATE_GENERIC_READ, D3D12_RESOURCE_STATE_COPY_DEST);
+
+ UpdateSubresources(g_pd3dCmdList, g_pFontTexture, g_pFontTextureUploadHeap, 0, 0, 1, &textureData);
+
+ SetResourceBarrier(g_pd3dCmdList, g_pFontTexture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
+ }
+
+ // SRV
+ D3D12_SHADER_RESOURCE_VIEW_DESC SRVDesc = {};
+ SRVDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
+ SRVDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
+ SRVDesc.Texture2D.MipLevels = 1;
+ SRVDesc.Texture2D.MostDetailedMip = 0; // No MIP
+ SRVDesc.Texture2D.PlaneSlice = 0;
+ SRVDesc.Texture2D.ResourceMinLODClamp = 0.0f;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle = g_DescHeapCbvSrvUav.GetCpuHandle(eFontTexture);
+ g_pd3dDevice->CreateShaderResourceView(g_pFontTexture, &SRVDesc, CpuHandle);
+
+ // Store our identifier
+ D3D12_GPU_DESCRIPTOR_HANDLE* pGpuHandle = new D3D12_GPU_DESCRIPTOR_HANDLE;
+ (*pGpuHandle) = g_DescHeapCbvSrvUav.GetGpuHandle(eFontTexture);
+ io.Fonts->TexID = (void *)pGpuHandle;
+
+ //D3D12_SAMPLER_DESC samplerDesc;
+ //samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ //samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ //samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ //samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ //samplerDesc.MinLOD = -FLT_MAX;
+ //samplerDesc.MaxLOD = FLT_MAX;
+ //samplerDesc.MipLODBias = 0;
+ //samplerDesc.MaxAnisotropy = 0;
+ //samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ //mDev->CreateSampler(&samplerDesc, mDescHeapSampler->GetCPUDescriptorHandleForHeapStart());
+ }
+
+ // Cleanup (don't clear the input data if you want to append new fonts later)
+ io.Fonts->ClearInputData();
+ io.Fonts->ClearTexData();
+}
+
+bool ImGui_ImplDX12_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pVB)
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+
+ D3D12_HEAP_PROPERTIES uploadHeapProp = {
+ D3D12_HEAP_TYPE_UPLOAD,
+ D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
+ D3D12_MEMORY_POOL_UNKNOWN,
+ 1, 1
+ };
+
+ ID3D10Blob* pVertexShaderBlob = NULL;
+ ID3D10Blob* pPixelShaderBlob = NULL;
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float2 uv : TEXCOORD0;\
+ float4 col : COLOR0;\
+ };\
+ \
+ 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;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &pVertexShaderBlob, NULL);
+ if (pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ {
+ assert(0);
+ return false;
+ }
+
+ // Create the constant buffer
+ {
+ D3D12_RESOURCE_DESC cbResourceDesc = {
+ D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT,
+ 1, 1, 1,
+ DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE
+ };
+
+ if (g_pd3dDevice->CreateCommittedResource(
+ &uploadHeapProp,
+ D3D12_HEAP_FLAG_NONE,
+ &cbResourceDesc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pVertexConstantBuffer)) != S_OK)
+ {
+ assert(0);
+ return false;
+ }
+
+ g_pVertexConstantBuffer->SetName(L"ImguiVertexCB");
+
+ D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
+ cbvDesc.BufferLocation = g_pVertexConstantBuffer->GetGPUVirtualAddress();
+ cbvDesc.SizeInBytes = D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT;
+
+ D3D12_CPU_DESCRIPTOR_HANDLE g_cbCpuHandle = g_DescHeapCbvSrvUav.GetCpuHandle(eVertexCB);
+ g_pd3dDevice->CreateConstantBufferView(&cbvDesc, g_cbCpuHandle);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pPixelShaderBlob, NULL);
+ if (pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ {
+ assert(0);
+ return false;
+ }
+ }
+
+ // Create the blending setup
+ D3D12_BLEND_DESC localBlendState;
+ {
+ ZeroMemory(&localBlendState, sizeof(localBlendState));
+ localBlendState.IndependentBlendEnable = false;
+ localBlendState.AlphaToCoverageEnable = false;
+ localBlendState.RenderTarget[0].BlendEnable = true;
+ localBlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
+ localBlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
+ localBlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
+ localBlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
+ localBlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
+ localBlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
+ localBlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
+ }
+
+ // Create the rasterizer state
+ D3D12_RASTERIZER_DESC localRasterizeState;
+ {
+ ZeroMemory(&localRasterizeState, sizeof(localRasterizeState));
+ localRasterizeState.FillMode = D3D12_FILL_MODE_SOLID;
+ localRasterizeState.CullMode = D3D12_CULL_MODE_NONE;
+ //localRasterizeState.ScissorEnable = true;
+ localRasterizeState.DepthClipEnable = true;
+ }
+
+ // Create the vertex buffer
+ {
+ UINT VBSizeInByte = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
+ D3D12_RESOURCE_DESC vbResourceDesc = {
+ D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ VBSizeInByte, 1, 1, 1,
+ DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE
+ };
+
+ if (FAILED(g_pd3dDevice->CreateCommittedResource(
+ &uploadHeapProp,
+ D3D12_HEAP_FLAG_NONE,
+ &vbResourceDesc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pVB))))
+ {
+ assert(0);
+ return false;
+ }
+
+ g_VBView.BufferLocation = g_pVB->GetGPUVirtualAddress();
+ g_VBView.StrideInBytes = sizeof(ImDrawVert);
+ g_VBView.SizeInBytes = VBSizeInByte;
+ }
+
+ // Create the index buffer
+ {
+ UINT IBSizeInByte = INDEX_BUFFER_SIZE * sizeof(ImDrawIdx);;
+ D3D12_RESOURCE_DESC ibResourceDesc = {
+ D3D12_RESOURCE_DIMENSION_BUFFER,
+ 0,
+ IBSizeInByte, 1, 1, 1,
+ DXGI_FORMAT_UNKNOWN, 1, 0, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, D3D12_RESOURCE_FLAG_NONE
+ };
+
+ if (FAILED(g_pd3dDevice->CreateCommittedResource(
+ &uploadHeapProp,
+ D3D12_HEAP_FLAG_NONE,
+ &ibResourceDesc,
+ D3D12_RESOURCE_STATE_GENERIC_READ,
+ nullptr,
+ IID_PPV_ARGS(&g_pIB))))
+ {
+ assert(0);
+ return false;
+ }
+
+ g_IBView.BufferLocation = g_pIB->GetGPUVirtualAddress();
+ g_IBView.Format = DXGI_FORMAT_R16_UINT;
+ g_IBView.SizeInBytes = IBSizeInByte;
+ }
+
+ D3D12_INPUT_ELEMENT_DESC localLayout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 8 + 8, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
+ };
+
+ {
+#if (1)
+ D3D12_DESCRIPTOR_RANGE range1[1];
+ range1[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
+ range1[0].NumDescriptors = 1;
+ range1[0].BaseShaderRegister = 0;
+ range1[0].RegisterSpace = 0;
+ range1[0].OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_DESCRIPTOR_RANGE range2[1];
+ range2[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
+ range2[0].NumDescriptors = 1;
+ range2[0].BaseShaderRegister = 0;
+ range2[0].RegisterSpace = 0;
+ range2[0].OffsetInDescriptorsFromTableStart = 0;
+
+ D3D12_ROOT_PARAMETER rootParam[2];
+ // Init as constants
+ rootParam[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
+ rootParam[0].Descriptor.RegisterSpace = 0;
+ rootParam[0].Descriptor.ShaderRegister = 0;
+ rootParam[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ rootParam[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ rootParam[1].DescriptorTable.NumDescriptorRanges = 1;
+ rootParam[1].DescriptorTable.pDescriptorRanges = range2;
+ rootParam[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+
+ //rootParam[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ //rootParam[0].DescriptorTable.NumDescriptorRanges = 1;
+ //rootParam[0].DescriptorTable.pDescriptorRanges = range1;
+ //rootParam[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
+
+ //rootParam[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
+ //rootParam[1].DescriptorTable.NumDescriptorRanges = 1;
+ //rootParam[1].DescriptorTable.pDescriptorRanges = range2;
+ //rootParam[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
+#else
+ CD3DX12_DESCRIPTOR_RANGE descRange1[1];
+ descRange1[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 1, 0); // b0
+ CD3DX12_DESCRIPTOR_RANGE descRange2[1];
+ descRange2[0].Init(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1, 0); // srv0
+
+ CD3DX12_ROOT_PARAMETER rootParam[2];
+ rootParam[0].InitAsDescriptorTable(ARRAYSIZE(descRange1), descRange1, D3D12_SHADER_VISIBILITY_VERTEX);
+ rootParam[1].InitAsDescriptorTable(ARRAYSIZE(descRange2), descRange2, D3D12_SHADER_VISIBILITY_PIXEL);
+#endif
+
+ D3D12_STATIC_SAMPLER_DESC samplerDesc;
+ {
+ ZeroMemory(&samplerDesc, sizeof(samplerDesc));
+ samplerDesc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
+ samplerDesc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ samplerDesc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ samplerDesc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
+ samplerDesc.MipLODBias = 0.f;
+ samplerDesc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
+ samplerDesc.MinLOD = 0.f;
+ samplerDesc.MaxLOD = 0.f;
+ }
+
+ ID3D10Blob *sig, *info;
+ D3D12_ROOT_SIGNATURE_DESC rootSigDesc = {};
+ rootSigDesc.NumParameters = sizeof(rootParam)/sizeof(rootParam[0]);
+ rootSigDesc.pParameters = rootParam;
+ rootSigDesc.NumStaticSamplers = 1;
+ rootSigDesc.pStaticSamplers = &samplerDesc;
+ rootSigDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;
+
+ if (FAILED(D3D12SerializeRootSignature(&rootSigDesc, D3D_ROOT_SIGNATURE_VERSION_1, &sig, &info)))
+ {
+ assert(0);
+ return false;
+ }
+
+ g_pd3dDevice->CreateRootSignature(0, sig->GetBufferPointer(), sig->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
+ g_pRootSignature->SetName(L"ImguiRS");
+ sig->Release();
+ }
+
+ D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
+ psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
+ psoDesc.InputLayout.NumElements = 3;
+ psoDesc.InputLayout.pInputElementDescs = localLayout;
+ psoDesc.IBStripCutValue = D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED;
+ psoDesc.pRootSignature = g_pRootSignature;
+ psoDesc.VS.pShaderBytecode = pVertexShaderBlob->GetBufferPointer();
+ psoDesc.VS.BytecodeLength = pVertexShaderBlob->GetBufferSize();
+ psoDesc.PS.pShaderBytecode = pPixelShaderBlob->GetBufferPointer();
+ psoDesc.PS.BytecodeLength = pPixelShaderBlob->GetBufferSize();
+ psoDesc.RasterizerState = localRasterizeState;
+ psoDesc.BlendState = localBlendState;
+ psoDesc.DepthStencilState.DepthEnable = false;
+ psoDesc.DepthStencilState.DepthFunc = D3D12_COMPARISON_FUNC_LESS_EQUAL;
+ psoDesc.DepthStencilState.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
+ psoDesc.DepthStencilState.StencilEnable = false;
+ psoDesc.SampleMask = UINT_MAX;
+ psoDesc.NumRenderTargets = 1;
+ psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
+ psoDesc.DSVFormat = DXGI_FORMAT_UNKNOWN;
+ psoDesc.SampleDesc.Count = 1;
+ if (FAILED(g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPSO))))
+ {
+ assert(0);
+ return false;
+ }
+ g_pPSO->SetName(L"ImGuiPso");
+ pVertexShaderBlob->Release();
+ pPixelShaderBlob->Release();
+
+ ImGui_ImplDX12_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX12_InvalidateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return;
+
+ if (g_pFontTexture)
+ {
+ g_pFontTexture->Release();
+ g_pFontTexture = NULL;
+ D3D12_GPU_DESCRIPTOR_HANDLE* pGpuHandle = (D3D12_GPU_DESCRIPTOR_HANDLE*)ImGui::GetIO().Fonts->TexID;
+ delete pGpuHandle;
+ ImGui::GetIO().Fonts->TexID = 0;
+ }
+
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+ if (g_pPSO) { g_pPSO->Release(); g_pPSO = NULL; }
+ if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
+}
+
+bool ImGui_ImplDX12_Init(void* hwnd, ID3D12Device* device, ID3D12CommandQueue* pCmdQueue, ID3D12GraphicsCommandList* pCmdList, ID3D12DescriptorHeap* descHeap, unsigned int descHeapBaseOffset)
+{
+ g_hWnd = (HWND)hwnd;
+ g_pd3dDevice = device;
+ g_pd3dCmdList = pCmdList;
+ g_pd3dCmdQueue = pCmdQueue;
+
+ if (!descHeap)
+ return false;
+
+ g_GpuFence.Init();
+
+ g_DescHeapCbvSrvUav.DescHeap = descHeap;
+ g_DescHeapCbvSrvUav.BaseOffset = descHeapBaseOffset;
+ g_DescHeapCbvSrvUav.IncrSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+ return false;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+ return false;
+
+ ImGuiIO& io = ImGui::GetIO();
+ io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+ io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+ io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+ io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+ io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+ io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+ io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+ io.KeyMap[ImGuiKey_Home] = VK_HOME;
+ io.KeyMap[ImGuiKey_End] = VK_END;
+ io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+ io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+ io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+ io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+ io.KeyMap[ImGuiKey_A] = 'A';
+ io.KeyMap[ImGuiKey_C] = 'C';
+ io.KeyMap[ImGuiKey_V] = 'V';
+ io.KeyMap[ImGuiKey_X] = 'X';
+ io.KeyMap[ImGuiKey_Y] = 'Y';
+ io.KeyMap[ImGuiKey_Z] = 'Z';
+
+ io.RenderDrawListsFn = ImGui_ImplDX12_RenderDrawLists;
+ io.ImeWindowHandle = g_hWnd;
+
+ return true;
+}
+
+void ImGui_ImplDX12_Shutdown()
+{
+ // Command list should be closed before this method
+ g_GpuFence.WaitForFence();
+ g_GpuFence.Release();
+
+ if (g_pFontTextureUploadHeap) g_pFontTextureUploadHeap->Release();
+ g_pFontTextureUploadHeap = NULL;
+ if (g_pFontTexture) g_pFontTexture->Release();
+ g_pFontTexture = NULL;
+
+ ImGui_ImplDX12_InvalidateDeviceObjects();
+ ImGui::Shutdown();
+ g_pd3dDevice = NULL;
+ g_pd3dCmdList = NULL;
+ g_hWnd = (HWND)0;
+}
+
+void ImGui_ImplDX12_NewFrame()
+{
+ if (!g_pVB)
+ ImGui_ImplDX12_CreateDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect;
+ GetClientRect(g_hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+ io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+ g_Time = current_time;
+
+ // Read keyboard modifiers inputs
+ io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+ io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+ io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+ // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+ // io.MousePos : filled by WM_MOUSEMOVE events
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Hide OS mouse cursor if ImGui is drawing it
+ SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
+
+ // Start the frame
+ ImGui::NewFrame();
+}
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.h b/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.h
new file mode 100644
index 0000000..0555607
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/imgui_impl_dx12.h
@@ -0,0 +1,23 @@
+// ImGui Win32 + DirectX12 binding
+// https://github.com/ocornut/imgui
+
+struct ID3D12Device;
+struct ID3D12DeviceContext;
+struct ID3D12DescriptorHeap;
+struct ID3D12GraphicsCommandList;
+struct ID3D12CommandQueue;
+
+bool ImGui_ImplDX12_Init(void* hwnd, ID3D12Device* device, ID3D12CommandQueue* pCmdQueue, ID3D12GraphicsCommandList* pCmdList, ID3D12DescriptorHeap* descHeap, unsigned int descHeapBaseOffset);
+void ImGui_ImplDX12_Shutdown();
+void ImGui_ImplDX12_NewFrame();
+
+// Use if you want to reset your rendering device without losing ImGui state.
+void ImGui_ImplDX12_InvalidateDeviceObjects();
+bool ImGui_ImplDX12_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/samples/D3D12/external/imgui/examples/directx12_example/main.cpp b/samples/D3D12/external/imgui/examples/directx12_example/main.cpp
new file mode 100644
index 0000000..7ac1fd1
--- /dev/null
+++ b/samples/D3D12/external/imgui/examples/directx12_example/main.cpp
@@ -0,0 +1,225 @@
+// ImGui - standalone example application for DirectX 11
+
+#include <imgui.h>
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Data
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
+
+void CreateRenderTarget()
+{
+ DXGI_SWAP_CHAIN_DESC sd;
+ g_pSwapChain->GetDesc(&sd);
+
+ // Create the render target
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ CreateRenderTarget();
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ ImGui_ImplDX11_CreateDeviceObjects();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (CreateDeviceD3D(hwnd) < 0)
+ {
+ CleanupDeviceD3D();
+ UnregisterClass(L"ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // Setup ImGui binding
+ ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Load Fonts
+ // (see extra_fonts/README.txt for more details)
+ //ImGuiIO& io = ImGui::GetIO();
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+
+ // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
+ //ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
+ //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
+
+ bool show_test_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_col = ImColor(114, 144, 154);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+ ImGui_ImplDX11_NewFrame();
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ ImGui::ColorEdit3("clear color", (float*)&clear_col);
+ if (ImGui::Button("Test Window")) show_test_window ^= 1;
+ if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin("Another Window", &show_another_window);
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui_ImplDX11_Shutdown();
+ CleanupDeviceD3D();
+ UnregisterClass(L"ImGui Example", wc.hInstance);
+
+ return 0;
+}