| // Dear ImGui: standalone example application for DirectX 12 |
| |
| // Learn about Dear ImGui: |
| // - FAQ https://dearimgui.com/faq |
| // - Getting Started https://dearimgui.com/getting-started |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| // - Introduction, links and more at the top of imgui.cpp |
| |
| #include "imgui.h" |
| #include "imgui_impl_win32.h" |
| #include "imgui_impl_dx12.h" |
| #include <d3d12.h> |
| #include <dxgi1_4.h> |
| #include <tchar.h> |
| |
| #ifdef _DEBUG |
| #define DX12_ENABLE_DEBUG_LAYER |
| #endif |
| |
| #ifdef DX12_ENABLE_DEBUG_LAYER |
| #include <dxgidebug.h> |
| #pragma comment(lib, "dxguid.lib") |
| #endif |
| |
| #include "imgui_internal.h" |
| |
| struct FrameContext |
| { |
| ID3D12CommandAllocator* CommandAllocator; |
| UINT64 FenceValue; |
| }; |
| |
| // Data |
| static int const NUM_FRAMES_IN_FLIGHT = 3; |
| static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {}; |
| static UINT g_frameIndex = 0; |
| |
| static int const NUM_BACK_BUFFERS = 3; |
| static ID3D12Device* g_pd3dDevice = nullptr; |
| static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr; |
| static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr; |
| static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr; |
| static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr; |
| static ID3D12Fence* g_fence = nullptr; |
| static HANDLE g_fenceEvent = nullptr; |
| static UINT64 g_fenceLastSignaledValue = 0; |
| static IDXGISwapChain3* g_pSwapChain = nullptr; |
| static bool g_SwapChainOccluded = false; |
| static HANDLE g_hSwapChainWaitableObject = nullptr; |
| static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; |
| static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {}; |
| |
| // Forward declarations of helper functions |
| bool CreateDeviceD3D(HWND hWnd); |
| void CleanupDeviceD3D(); |
| void CreateRenderTarget(); |
| void CleanupRenderTarget(); |
| void WaitForLastSubmittedFrame(); |
| FrameContext* WaitForNextFrameResources(); |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| |
| // Main code |
| int main(int, char**) |
| { |
| // Create application window |
| //ImGui_ImplWin32_EnableDpiAwareness(); |
| WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; |
| ::RegisterClassExW(&wc); |
| HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); |
| |
| // Initialize Direct3D |
| if (!CreateDeviceD3D(hwnd)) |
| { |
| CleanupDeviceD3D(); |
| ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
| return 1; |
| } |
| |
| // Show the window |
| ::ShowWindow(hwnd, SW_SHOWDEFAULT); |
| ::UpdateWindow(hwnd); |
| |
| // Setup Dear ImGui context |
| IMGUI_CHECKVERSION(); |
| ImGui::CreateContext(); |
| ImGuiIO& io = ImGui::GetIO(); (void)io; |
| io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
| io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
| io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
| io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows |
| //io.ConfigViewportsNoAutoMerge = true; |
| //io.ConfigViewportsNoTaskBarIcon = true; |
| |
| // Setup Dear ImGui style |
| ImGui::StyleColorsDark(); |
| //ImGui::StyleColorsLight(); |
| |
| // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. |
| ImGuiStyle& style = ImGui::GetStyle(); |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| style.WindowRounding = 0.0f; |
| style.Colors[ImGuiCol_WindowBg].w = 1.0f; |
| } |
| |
| // Setup Platform/Renderer backends |
| ImGui_ImplWin32_Init(hwnd); |
| ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, |
| DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, |
| g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), |
| g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); |
| |
| // Load Fonts |
| // - 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. |
| // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
| // - 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). |
| // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. |
| // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
| // - Read 'docs/FONTS.md' for more instructions and details. |
| // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
| //io.Fonts->AddFontDefault(); |
| //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
| //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
| //IM_ASSERT(font != nullptr); |
| |
| // Our state |
| bool show_demo_window = true; |
| bool show_another_window = false; |
| ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
| |
| // Main loop |
| bool done = false; |
| while (!done) |
| { |
| // Poll and handle messages (inputs, window resize, etc.) |
| // See the WndProc() function below for our to dispatch events to the Win32 backend. |
| MSG msg; |
| while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE)) |
| { |
| ::TranslateMessage(&msg); |
| ::DispatchMessage(&msg); |
| if (msg.message == WM_QUIT) |
| done = true; |
| } |
| if (done) |
| break; |
| |
| // Handle window screen locked |
| if (g_SwapChainOccluded && g_pSwapChain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED) |
| { |
| ::Sleep(10); |
| continue; |
| } |
| g_SwapChainOccluded = false; |
| |
| // Start the Dear ImGui frame |
| ImGui_ImplDX12_NewFrame(); |
| ImGui_ImplWin32_NewFrame(); |
| ImGui::NewFrame(); |
| |
| // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). |
| if (show_demo_window) |
| ImGui::ShowDemoWindow(&show_demo_window); |
| |
| // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. |
| { |
| static float f = 0.0f; |
| static int counter = 0; |
| |
| ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
| |
| ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
| ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
| ImGui::Checkbox("Another Window", &show_another_window); |
| |
| ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
| ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
| |
| if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
| counter++; |
| ImGui::SameLine(); |
| ImGui::Text("counter = %d", counter); |
| |
| ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); |
| ImGui::End(); |
| } |
| |
| // 3. Show another simple window. |
| if (show_another_window) |
| { |
| ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) |
| ImGui::Text("Hello from another window!"); |
| if (ImGui::Button("Close Me")) |
| show_another_window = false; |
| ImGui::End(); |
| } |
| |
| // Rendering |
| ImGui::Render(); |
| |
| FrameContext* frameCtx = WaitForNextFrameResources(); |
| UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex(); |
| frameCtx->CommandAllocator->Reset(); |
| |
| D3D12_RESOURCE_BARRIER barrier = {}; |
| barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; |
| barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; |
| barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx]; |
| barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; |
| barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; |
| barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; |
| g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr); |
| g_pd3dCommandList->ResourceBarrier(1, &barrier); |
| |
| // Render Dear ImGui graphics |
| const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; |
| g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, nullptr); |
| g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr); |
| g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); |
| ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList); |
| barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; |
| barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; |
| g_pd3dCommandList->ResourceBarrier(1, &barrier); |
| g_pd3dCommandList->Close(); |
| |
| g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList); |
| |
| // Update and Render additional Platform Windows |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| { |
| ImGui::UpdatePlatformWindows(); |
| ImGui::RenderPlatformWindowsDefault(nullptr, (void*)g_pd3dCommandList); |
| } |
| |
| // Present |
| HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync |
| //HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync |
| g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED); |
| |
| UINT64 fenceValue = g_fenceLastSignaledValue + 1; |
| g_pd3dCommandQueue->Signal(g_fence, fenceValue); |
| g_fenceLastSignaledValue = fenceValue; |
| frameCtx->FenceValue = fenceValue; |
| } |
| |
| WaitForLastSubmittedFrame(); |
| |
| // Cleanup |
| ImGui_ImplDX12_Shutdown(); |
| ImGui_ImplWin32_Shutdown(); |
| ImGui::DestroyContext(); |
| |
| CleanupDeviceD3D(); |
| ::DestroyWindow(hwnd); |
| ::UnregisterClassW(wc.lpszClassName, wc.hInstance); |
| |
| return 0; |
| } |
| |
| // Helper functions |
| bool CreateDeviceD3D(HWND hWnd) |
| { |
| // Setup swap chain |
| DXGI_SWAP_CHAIN_DESC1 sd; |
| { |
| ZeroMemory(&sd, sizeof(sd)); |
| sd.BufferCount = NUM_BACK_BUFFERS; |
| sd.Width = 0; |
| sd.Height = 0; |
| sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; |
| sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
| sd.SampleDesc.Count = 1; |
| sd.SampleDesc.Quality = 0; |
| sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; |
| sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; |
| sd.Scaling = DXGI_SCALING_STRETCH; |
| sd.Stereo = FALSE; |
| } |
| |
| // [DEBUG] Enable debug interface |
| #ifdef DX12_ENABLE_DEBUG_LAYER |
| ID3D12Debug* pdx12Debug = nullptr; |
| if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug)))) |
| pdx12Debug->EnableDebugLayer(); |
| #endif |
| |
| // Create device |
| D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; |
| if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) |
| return false; |
| |
| // [DEBUG] Setup debug interface to break on any warnings/errors |
| #ifdef DX12_ENABLE_DEBUG_LAYER |
| if (pdx12Debug != nullptr) |
| { |
| ID3D12InfoQueue* pInfoQueue = nullptr; |
| g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue)); |
| pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true); |
| pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true); |
| pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true); |
| pInfoQueue->Release(); |
| pdx12Debug->Release(); |
| } |
| #endif |
| |
| { |
| D3D12_DESCRIPTOR_HEAP_DESC desc = {}; |
| desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; |
| desc.NumDescriptors = NUM_BACK_BUFFERS; |
| desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; |
| desc.NodeMask = 1; |
| if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK) |
| return false; |
| |
| SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); |
| D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); |
| for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) |
| { |
| g_mainRenderTargetDescriptor[i] = rtvHandle; |
| rtvHandle.ptr += rtvDescriptorSize; |
| } |
| } |
| |
| { |
| D3D12_DESCRIPTOR_HEAP_DESC desc = {}; |
| desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV; |
| desc.NumDescriptors = 1; |
| desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE; |
| if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK) |
| return false; |
| } |
| |
| { |
| D3D12_COMMAND_QUEUE_DESC desc = {}; |
| desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; |
| desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; |
| desc.NodeMask = 1; |
| if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK) |
| return false; |
| } |
| |
| for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) |
| if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) |
| return false; |
| |
| if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || |
| g_pd3dCommandList->Close() != S_OK) |
| return false; |
| |
| if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK) |
| return false; |
| |
| g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); |
| if (g_fenceEvent == nullptr) |
| return false; |
| |
| { |
| IDXGIFactory4* dxgiFactory = nullptr; |
| IDXGISwapChain1* swapChain1 = nullptr; |
| if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK) |
| return false; |
| if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK) |
| return false; |
| if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK) |
| return false; |
| swapChain1->Release(); |
| dxgiFactory->Release(); |
| g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS); |
| g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject(); |
| } |
| |
| CreateRenderTarget(); |
| return true; |
| } |
| |
| void CleanupDeviceD3D() |
| { |
| CleanupRenderTarget(); |
| if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; } |
| if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); } |
| for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) |
| if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; } |
| if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; } |
| if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; } |
| if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = nullptr; } |
| if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = nullptr; } |
| if (g_fence) { g_fence->Release(); g_fence = nullptr; } |
| if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = nullptr; } |
| if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } |
| |
| #ifdef DX12_ENABLE_DEBUG_LAYER |
| IDXGIDebug1* pDebug = nullptr; |
| if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug)))) |
| { |
| pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY); |
| pDebug->Release(); |
| } |
| #endif |
| } |
| |
| void CreateRenderTarget() |
| { |
| for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) |
| { |
| ID3D12Resource* pBackBuffer = nullptr; |
| g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); |
| g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]); |
| g_mainRenderTargetResource[i] = pBackBuffer; |
| } |
| } |
| |
| void CleanupRenderTarget() |
| { |
| WaitForLastSubmittedFrame(); |
| |
| for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) |
| if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; } |
| } |
| |
| void WaitForLastSubmittedFrame() |
| { |
| FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT]; |
| |
| UINT64 fenceValue = frameCtx->FenceValue; |
| if (fenceValue == 0) |
| return; // No fence was signaled |
| |
| frameCtx->FenceValue = 0; |
| if (g_fence->GetCompletedValue() >= fenceValue) |
| return; |
| |
| g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); |
| WaitForSingleObject(g_fenceEvent, INFINITE); |
| } |
| |
| FrameContext* WaitForNextFrameResources() |
| { |
| UINT nextFrameIndex = g_frameIndex + 1; |
| g_frameIndex = nextFrameIndex; |
| |
| HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr }; |
| DWORD numWaitableObjects = 1; |
| |
| FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; |
| UINT64 fenceValue = frameCtx->FenceValue; |
| if (fenceValue != 0) // means no fence was signaled |
| { |
| frameCtx->FenceValue = 0; |
| g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); |
| waitableObjects[1] = g_fenceEvent; |
| numWaitableObjects = 2; |
| } |
| |
| WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE); |
| |
| return frameCtx; |
| } |
| |
| // Forward declare message handler from imgui_impl_win32.cpp |
| extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
| |
| // Win32 message handler |
| // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
| // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
| LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) |
| return true; |
| |
| switch (msg) |
| { |
| case WM_SIZE: |
| if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED) |
| { |
| WaitForLastSubmittedFrame(); |
| CleanupRenderTarget(); |
| HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT); |
| assert(SUCCEEDED(result) && "Failed to resize swapchain."); |
| CreateRenderTarget(); |
| } |
| 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 ::DefWindowProcW(hWnd, msg, wParam, lParam); |
| } |