update dear imgui from 1.92.2b-docking to 1.92.6-docking
This commit is contained in:
@@ -21,34 +21,34 @@
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<PropertyGroup Label="Globals">
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<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
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<RootNamespace>example_win32_directx12</RootNamespace>
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<WindowsTargetPlatformVersion>10.0.20348.0</WindowsTargetPlatformVersion>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v140</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v140</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v140</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v140</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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@@ -1,4 +1,4 @@
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// Dear ImGui: standalone example application for DirectX 12
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// Dear ImGui: standalone example application for Windows API + DirectX 12
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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@@ -10,7 +10,7 @@
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#include "imgui_impl_win32.h"
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#include "imgui_impl_dx12.h"
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <dxgi1_5.h>
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#include <tchar.h>
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#ifdef _DEBUG
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@@ -92,6 +92,7 @@ static ID3D12Fence* g_fence = nullptr;
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static HANDLE g_fenceEvent = nullptr;
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static UINT64 g_fenceLastSignaledValue = 0;
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static IDXGISwapChain3* g_pSwapChain = nullptr;
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static bool g_SwapChainTearingSupport = false;
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static bool g_SwapChainOccluded = false;
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static HANDLE g_hSwapChainWaitableObject = nullptr;
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static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
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@@ -102,8 +103,8 @@ bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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void WaitForLastSubmittedFrame();
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FrameContext* WaitForNextFrameResources();
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void WaitForPendingOperations();
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FrameContext* WaitForNextFrameContext();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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@@ -148,7 +149,7 @@ int main(int, char**)
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// Setup scaling
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ImGuiStyle& style = ImGui::GetStyle();
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style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
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style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
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io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
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io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
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@@ -179,14 +180,16 @@ int main(int, char**)
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//ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
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// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
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// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//style.FontSizeBase = 20.0f;
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontDefaultVector();
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//io.Fonts->AddFontDefaultBitmap();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
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@@ -269,7 +272,7 @@ int main(int, char**)
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// Rendering
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ImGui::Render();
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FrameContext* frameCtx = WaitForNextFrameResources();
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FrameContext* frameCtx = WaitForNextFrameContext();
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UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
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frameCtx->CommandAllocator->Reset();
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@@ -303,18 +306,17 @@ int main(int, char**)
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ImGui::RenderPlatformWindowsDefault();
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}
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g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
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frameCtx->FenceValue = g_fenceLastSignaledValue;
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// Present
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HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
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//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
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//HRESULT hr = g_pSwapChain->Present(0, g_SwapChainTearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0); // Present without vsync
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g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
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UINT64 fenceValue = g_fenceLastSignaledValue + 1;
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g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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g_fenceLastSignaledValue = fenceValue;
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frameCtx->FenceValue = fenceValue;
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g_frameIndex++;
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}
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WaitForLastSubmittedFrame();
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WaitForPendingOperations();
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// Cleanup
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ImGui_ImplDX12_Shutdown();
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@@ -332,6 +334,7 @@ int main(int, char**)
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bool CreateDeviceD3D(HWND hWnd)
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{
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// Setup swap chain
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// This is a basic setup. Optimally could handle fullscreen mode differently. See #8979 for suggestions.
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DXGI_SWAP_CHAIN_DESC1 sd;
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{
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ZeroMemory(&sd, sizeof(sd));
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@@ -370,6 +373,15 @@ bool CreateDeviceD3D(HWND hWnd)
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
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// Disable breaking on this warning because of a suspected bug in the D3D12 SDK layer, see #9084 for details.
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const int D3D12_MESSAGE_ID_FENCE_ZERO_WAIT_ = 1424; // not in all copies of d3d12sdklayers.h
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D3D12_MESSAGE_ID disabledMessages[] = { (D3D12_MESSAGE_ID)D3D12_MESSAGE_ID_FENCE_ZERO_WAIT_ };
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D3D12_INFO_QUEUE_FILTER filter = {};
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filter.DenyList.NumIDs = 1;
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filter.DenyList.pIDList = disabledMessages;
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pInfoQueue->AddStorageFilterEntries(&filter);
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pInfoQueue->Release();
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pdx12Debug->Release();
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}
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@@ -428,14 +440,24 @@ bool CreateDeviceD3D(HWND hWnd)
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return false;
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{
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IDXGIFactory4* dxgiFactory = nullptr;
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IDXGIFactory5* dxgiFactory = nullptr;
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IDXGISwapChain1* swapChain1 = nullptr;
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if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
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return false;
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BOOL allow_tearing = FALSE;
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dxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
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g_SwapChainTearingSupport = (allow_tearing == TRUE);
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if (g_SwapChainTearingSupport)
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sd.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
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if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
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return false;
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if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
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return false;
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if (g_SwapChainTearingSupport)
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dxgiFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
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swapChain1->Release();
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dxgiFactory->Release();
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g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
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@@ -484,49 +506,33 @@ void CreateRenderTarget()
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void CleanupRenderTarget()
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{
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WaitForLastSubmittedFrame();
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WaitForPendingOperations();
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for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
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if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
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}
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void WaitForLastSubmittedFrame()
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void WaitForPendingOperations()
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{
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FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
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g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
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UINT64 fenceValue = frameCtx->FenceValue;
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if (fenceValue == 0)
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return; // No fence was signaled
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frameCtx->FenceValue = 0;
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if (g_fence->GetCompletedValue() >= fenceValue)
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return;
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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WaitForSingleObject(g_fenceEvent, INFINITE);
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g_fence->SetEventOnCompletion(g_fenceLastSignaledValue, g_fenceEvent);
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::WaitForSingleObject(g_fenceEvent, INFINITE);
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}
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FrameContext* WaitForNextFrameResources()
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FrameContext* WaitForNextFrameContext()
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{
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UINT nextFrameIndex = g_frameIndex + 1;
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g_frameIndex = nextFrameIndex;
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HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
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DWORD numWaitableObjects = 1;
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FrameContext* frameCtx = &g_frameContext[nextFrameIndex % APP_NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtx->FenceValue;
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if (fenceValue != 0) // means no fence was signaled
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FrameContext* frame_context = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
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if (g_fence->GetCompletedValue() < frame_context->FenceValue)
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{
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frameCtx->FenceValue = 0;
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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waitableObjects[1] = g_fenceEvent;
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numWaitableObjects = 2;
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g_fence->SetEventOnCompletion(frame_context->FenceValue, g_fenceEvent);
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HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, g_fenceEvent };
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::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
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}
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else
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::WaitForSingleObject(g_hSwapChainWaitableObject, INFINITE);
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WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
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return frameCtx;
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return frame_context;
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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@@ -547,10 +553,11 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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case WM_SIZE:
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if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
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{
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WaitForLastSubmittedFrame();
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CleanupRenderTarget();
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HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
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assert(SUCCEEDED(result) && "Failed to resize swapchain.");
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DXGI_SWAP_CHAIN_DESC1 desc = {};
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g_pSwapChain->GetDesc1(&desc);
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HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), desc.Format, desc.Flags);
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IM_ASSERT(SUCCEEDED(result) && "Failed to resize swapchain.");
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CreateRenderTarget();
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}
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return 0;
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