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Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. The value is unused in master branch but will be used by the multi-viewport features (docking branch). (#2851)

+ Using SafeRelease() in master.
pull/2861/head
omar 5 years ago
parent
commit
6ffee0e75e
  1. 2
      docs/CHANGELOG.txt
  2. 2
      examples/example_win32_directx12/main.cpp
  3. 36
      examples/imgui_impl_dx12.cpp
  4. 3
      examples/imgui_impl_dx12.h

2
docs/CHANGELOG.txt

@ -42,6 +42,8 @@ Breaking Changes:
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate. Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
Other Changes: Other Changes:
- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787) - InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)

2
examples/example_win32_directx12/main.cpp

@ -85,7 +85,7 @@ int main(int, char**)
// Setup Platform/Renderer bindings // Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd); ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());

36
examples/imgui_impl_dx12.cpp

@ -13,6 +13,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Various minor tidying up. // 2019-03-29: Misc: Various minor tidying up.
@ -56,6 +57,14 @@ static FrameResources* g_pFrameResources = NULL;
static UINT g_numFramesInFlight = 0; static UINT g_numFramesInFlight = 0;
static UINT g_frameIndex = UINT_MAX; static UINT g_frameIndex = UINT_MAX;
template<typename T>
static void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
struct VERTEX_CONSTANT_BUFFER struct VERTEX_CONSTANT_BUFFER
{ {
float mvp[4][4]; float mvp[4][4];
@ -132,7 +141,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// Create and grow vertex/index buffers if needed // Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount) if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
{ {
if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props; D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -155,7 +164,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
} }
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount) if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
{ {
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props; D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -375,8 +384,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle); g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
if (g_pFontTextureResource != NULL) SafeRelease(g_pFontTextureResource);
g_pFontTextureResource->Release();
g_pFontTextureResource = pTexture; g_pFontTextureResource = pTexture;
} }
@ -588,21 +596,24 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!g_pd3dDevice) if (!g_pd3dDevice)
return; return;
SafeRelease(g_pVertexShaderBlob);
SafeRelease(g_pPixelShaderBlob);
SafeRelease(g_pRootSignature);
SafeRelease(g_pPipelineState);
SafeRelease(g_pFontTextureResource);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < g_numFramesInFlight; i++) for (UINT i = 0; i < g_numFramesInFlight; i++)
{ {
FrameResources* fr = &g_pFrameResources[i]; FrameResources* fr = &g_pFrameResources[i];
if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; } SafeRelease(fr->IndexBuffer);
if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; } SafeRelease(fr->VertexBuffer);
} }
} }
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{ {
// Setup back-end capabilities flags // Setup back-end capabilities flags
@ -617,6 +628,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
g_pFrameResources = new FrameResources[num_frames_in_flight]; g_pFrameResources = new FrameResources[num_frames_in_flight];
g_numFramesInFlight = num_frames_in_flight; g_numFramesInFlight = num_frames_in_flight;
g_frameIndex = UINT_MAX; g_frameIndex = UINT_MAX;
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
// Create buffers with a default size (they will later be grown as needed) // Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++) for (int i = 0; i < num_frames_in_flight; i++)

3
examples/imgui_impl_dx12.h

@ -15,6 +15,7 @@
enum DXGI_FORMAT; enum DXGI_FORMAT;
struct ID3D12Device; struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList; struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE;
@ -23,7 +24,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();

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