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546 lines
24 KiB
C++
546 lines
24 KiB
C++
// dear imgui: Renderer Backend for DirectX12
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// To build this on 32-bit systems:
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// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
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// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
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// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
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// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
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// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
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// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
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// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
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// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
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// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Various minor tidying up.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
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// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
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// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
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// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
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#include "common/windows_headers.h"
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#include "common/assert.h"
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#include "common/d3d12/context.h"
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#include "common/d3d12/texture.h"
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#include "common/d3d12/stream_buffer.h"
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#include "imgui.h"
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#include "imgui_impl_dx12.h"
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// DirectX
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// If we're doing more than this... wtf?
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static constexpr u32 VERTEX_BUFFER_SIZE = 8 * 1024 * 1024;
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static constexpr u32 INDEX_BUFFER_SIZE = 4 * 1024 * 1024;
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struct ImGui_ImplDX12_Data
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{
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D3D12::StreamBuffer VertexStreamBuffer;
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D3D12::StreamBuffer IndexStreamBuffer;
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D3D12::Texture FontTexture;
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ID3D12RootSignature* pRootSignature = nullptr;
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ID3D12PipelineState* pPipelineState = nullptr;
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DXGI_FORMAT RTVFormat = DXGI_FORMAT_UNKNOWN;
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};
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Functions
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static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
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{
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
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}
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// Setup viewport
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D3D12_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D12_VIEWPORT));
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vp.Width = draw_data->DisplaySize.x;
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vp.Height = draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0.0f;
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ctx->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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D3D12_VERTEX_BUFFER_VIEW vbv;
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memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
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vbv.BufferLocation = bd->VertexStreamBuffer.GetCurrentGPUPointer();
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vbv.SizeInBytes = bd->VertexStreamBuffer.GetCurrentSpace();
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vbv.StrideInBytes = stride;
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ctx->IASetVertexBuffers(0, 1, &vbv);
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D3D12_INDEX_BUFFER_VIEW ibv;
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memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
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ibv.BufferLocation = bd->IndexStreamBuffer.GetCurrentGPUPointer();
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ibv.SizeInBytes = bd->IndexStreamBuffer.GetCurrentSpace();
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ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
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ctx->IASetIndexBuffer(&ibv);
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ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->SetPipelineState(bd->pPipelineState);
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ctx->SetGraphicsRootSignature(bd->pRootSignature);
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ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
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// Setup blend factor
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendFactor(blend_factor);
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}
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template<typename T>
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static inline void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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// Render function
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void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// FIXME: I'm assuming that this only gets called once per frame!
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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const u32 needed_vb = draw_data->TotalVtxCount * sizeof(ImDrawVert);
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const u32 needed_ib = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
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if (!bd->VertexStreamBuffer.ReserveMemory(needed_vb, sizeof(ImDrawVert)) ||
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!bd->IndexStreamBuffer.ReserveMemory(needed_ib, sizeof(ImDrawIdx)))
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{
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g_d3d12_context->ExecuteCommandList(false);
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if (!bd->VertexStreamBuffer.ReserveMemory(needed_vb, sizeof(ImDrawVert)) ||
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!bd->IndexStreamBuffer.ReserveMemory(needed_ib, sizeof(ImDrawIdx)))
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{
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Panic("Failed to allocate space for imgui vertices/indices");
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}
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}
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// Upload vertex/index data into a single contiguous GPU buffer
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ImDrawVert* vtx_dst = (ImDrawVert*)bd->VertexStreamBuffer.GetCurrentHostPointer();
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ImDrawIdx* idx_dst = (ImDrawIdx*)bd->IndexStreamBuffer.GetCurrentHostPointer();
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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// Setup desired DX state (must happen before commit, because it uses the offsets)
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ID3D12GraphicsCommandList* ctx = g_d3d12_context->GetCommandList();
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx);
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bd->VertexStreamBuffer.CommitMemory(needed_vb);
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bd->IndexStreamBuffer.CommitMemory(needed_ib);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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const D3D12::Texture* last_texture = nullptr;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != NULL)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply Scissor/clipping rectangle, Bind texture, Draw
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const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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const D3D12::Texture* tex = (D3D12::Texture*)pcmd->GetTexID();
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if (tex && last_texture != tex)
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{
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#if 0
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// for when we redo the descriptor stuff
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D3D12::DescriptorHandle handle;
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if (!g_d3d12_context->GetDescriptorAllocator().Allocate(1, &handle))
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{
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// ugh.
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g_d3d12_context->ExecuteCommandList(false);
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ctx = g_d3d12_context->GetCommandList();
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ImGui_ImplDX12_SetupRenderState(draw_data, ctx);
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if (!g_d3d12_context->GetDescriptorAllocator().Allocate(1, &handle))
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Panic("Failed to allocate descriptor after cmdlist kick");
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}
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g_d3d12_context->GetDevice()->CopyDescriptorsSimple(1, handle, tex->GetSRVDescriptor(), D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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ctx->SetGraphicsRootDescriptorTable(1, handle);
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#else
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ctx->SetGraphicsRootDescriptorTable(1, tex->GetSRVDescriptor());
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#endif
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last_texture = tex;
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}
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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}
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}
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bool ImGui_ImplDX12_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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if (bd->FontTexture.GetWidth() != static_cast<u32>(width) || bd->FontTexture.GetHeight() != static_cast<u32>(height))
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{
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if (!bd->FontTexture.Create(width, height, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN,
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D3D12_RESOURCE_FLAG_NONE))
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{
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return false;
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}
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}
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#if 0
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if (!bd->FontTexture.LoadData(g_d3d12_context->GetInitCommandList(), 0, 0, 0, width, height, pixels, width * sizeof(u32)))
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return false;
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#else
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if (!bd->FontTexture.LoadData(0, 0, width, height, pixels, width * sizeof(u32)))
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return false;
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#endif
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io.Fonts->SetTexID((ImTextureID)&bd->FontTexture);
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return true;
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}
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bool ImGui_ImplDX12_CreateDeviceObjects()
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{
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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if (bd->pPipelineState)
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ImGui_ImplDX12_DestroyDeviceObjects();
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// Create the root signature
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{
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D3D12_DESCRIPTOR_RANGE descRange = {};
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descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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descRange.NumDescriptors = 1;
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descRange.BaseShaderRegister = 0;
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descRange.RegisterSpace = 0;
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descRange.OffsetInDescriptorsFromTableStart = 0;
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D3D12_ROOT_PARAMETER param[2] = {};
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param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
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param[0].Constants.ShaderRegister = 0;
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param[0].Constants.RegisterSpace = 0;
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param[0].Constants.Num32BitValues = 16;
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param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
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param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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param[1].DescriptorTable.NumDescriptorRanges = 1;
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param[1].DescriptorTable.pDescriptorRanges = &descRange;
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param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
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D3D12_STATIC_SAMPLER_DESC staticSampler = {};
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staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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staticSampler.MipLODBias = 0.f;
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staticSampler.MaxAnisotropy = 0;
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staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
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staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
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staticSampler.MinLOD = 0.f;
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staticSampler.MaxLOD = 0.f;
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staticSampler.ShaderRegister = 0;
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staticSampler.RegisterSpace = 0;
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staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
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D3D12_ROOT_SIGNATURE_DESC desc = {};
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desc.NumParameters = _countof(param);
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desc.pParameters = param;
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desc.NumStaticSamplers = 1;
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desc.pStaticSamplers = &staticSampler;
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desc.Flags =
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
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D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
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auto blob = g_d3d12_context->SerializeRootSignature(&desc);
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if (!blob)
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return false;
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g_d3d12_context->GetDevice()->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
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}
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX12 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
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memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
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psoDesc.NodeMask = 1;
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psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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psoDesc.pRootSignature = bd->pRootSignature;
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psoDesc.SampleMask = UINT_MAX;
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psoDesc.NumRenderTargets = 1;
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psoDesc.RTVFormats[0] = bd->RTVFormat;
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psoDesc.SampleDesc.Count = 1;
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psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
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ID3DBlob* vertexShaderBlob;
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ID3DBlob* pixelShaderBlob;
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// Create the vertex shader
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{
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(b0) \
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{\
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}";
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
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return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
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// Create the input layout
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static D3D12_INPUT_ELEMENT_DESC local_layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
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};
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psoDesc.InputLayout = { local_layout, 3 };
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}
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|
|
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// Create the pixel shader
|
|
{
|
|
static const char* pixelShader =
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"struct PS_INPUT\
|
|
{\
|
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float4 pos : SV_POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
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SamplerState sampler0 : register(s0);\
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Texture2D texture0 : register(t0);\
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
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return out_col; \
|
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}";
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|
|
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
|
|
{
|
|
vertexShaderBlob->Release();
|
|
return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
}
|
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psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
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}
|
|
|
|
// Create the blending setup
|
|
{
|
|
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
|
|
desc.AlphaToCoverageEnable = false;
|
|
desc.RenderTarget[0].BlendEnable = true;
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|
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
|
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
|
}
|
|
|
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// Create the rasterizer state
|
|
{
|
|
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
|
|
desc.FillMode = D3D12_FILL_MODE_SOLID;
|
|
desc.CullMode = D3D12_CULL_MODE_NONE;
|
|
desc.FrontCounterClockwise = FALSE;
|
|
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
|
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
|
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
|
desc.DepthClipEnable = true;
|
|
desc.MultisampleEnable = FALSE;
|
|
desc.AntialiasedLineEnable = FALSE;
|
|
desc.ForcedSampleCount = 0;
|
|
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
|
|
}
|
|
|
|
// Create depth-stencil State
|
|
{
|
|
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
|
|
desc.DepthEnable = false;
|
|
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
|
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
desc.StencilEnable = false;
|
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
|
|
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
desc.BackFace = desc.FrontFace;
|
|
}
|
|
|
|
HRESULT result_pipeline_state = g_d3d12_context->GetDevice()->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
|
|
vertexShaderBlob->Release();
|
|
pixelShaderBlob->Release();
|
|
if (result_pipeline_state != S_OK)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX12_DestroyDeviceObjects()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
if (!bd)
|
|
return;
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
SafeRelease(bd->pRootSignature);
|
|
SafeRelease(bd->pPipelineState);
|
|
bd->FontTexture.Destroy(false);
|
|
bd->VertexStreamBuffer.Destroy(false);
|
|
bd->IndexStreamBuffer.Destroy(false);
|
|
io.Fonts->SetTexID(NULL); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
}
|
|
|
|
bool ImGui_ImplDX12_Init(DXGI_FORMAT rtv_format)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_dx12";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
|
|
bd->RTVFormat = rtv_format;
|
|
|
|
if (!bd->VertexStreamBuffer.Create(VERTEX_BUFFER_SIZE) || !bd->IndexStreamBuffer.Create(INDEX_BUFFER_SIZE))
|
|
return false;
|
|
|
|
return ImGui_ImplDX12_CreateDeviceObjects();
|
|
}
|
|
|
|
void ImGui_ImplDX12_Shutdown()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplDX12_DestroyDeviceObjects();
|
|
io.BackendRendererName = NULL;
|
|
io.BackendRendererUserData = NULL;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplDX12_NewFrame()
|
|
{
|
|
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX12_Init()?");
|
|
|
|
if (!bd->pPipelineState)
|
|
ImGui_ImplDX12_CreateDeviceObjects();
|
|
}
|