1
0
Fork 0
mirror of https://github.com/ocornut/imgui.git synced 2026-01-11 00:04:24 +00:00

Merge branch 'master' into docking

# Conflicts:
#	backends/imgui_impl_dx12.cpp
This commit is contained in:
ocornut 2025-09-29 16:16:16 +02:00
commit 1aa91ac426
5 changed files with 71 additions and 73 deletions

View file

@ -23,6 +23,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
// 2025-09-29: DirectX12: Reuse a command list and allocator for texture uploads instead of recreating them each time.
// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
@ -98,8 +100,14 @@ struct ImGui_ImplDX12_Data
DXGI_FORMAT RTVFormat;
DXGI_FORMAT DSVFormat;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
ID3D12Fence* Fence;
UINT64 FenceLastSignaledValue;
HANDLE FenceEvent;
UINT numFramesInFlight;
ID3D12CommandAllocator* pTexCmdAllocator;
ID3D12GraphicsCommandList* pTexCmdList;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
@ -529,29 +537,15 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
// FIXME-OPT: Can upload buffer be reused?
// FIXME-OPT: Could upload buffer be kept around, reused, and grown only when needed? Would that be worth it?
ID3D12Resource* uploadBuffer = nullptr;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
// Create temporary command list and execute immediately
ID3D12Fence* fence = nullptr;
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = ::CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != nullptr);
// FIXME-OPT: Create once and reuse?
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
ID3D12GraphicsCommandList* cmdList = nullptr;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
bd->pTexCmdAllocator->Reset();
bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr);
ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList;
// Copy to upload buffer
void* mapped = nullptr;
@ -606,20 +600,16 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1);
hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(SUCCEEDED(hr));
// FIXME-OPT: Suboptimal?
// - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
// - Store per-frame in flight: upload buffer?
// - Where do cmdList and cmdAlloc fit?
fence->SetEventOnCompletion(1, event);
::WaitForSingleObject(event, INFINITE);
bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
::WaitForSingleObject(bd->FenceEvent, INFINITE);
cmdList->Release();
cmdAlloc->Release();
::CloseHandle(event);
fence->Release();
uploadBuffer->Release();
tex->SetStatus(ImTextureStatus_OK);
}
@ -857,6 +847,20 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
if (result_pipeline_state != S_OK)
return false;
// Create command allocator and command list for ImGui_ImplDX12_UpdateTexture()
HRESULT hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&bd->pTexCmdAllocator));
IM_ASSERT(SUCCEEDED(hr));
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, bd->pTexCmdAllocator, nullptr, IID_PPV_ARGS(&bd->pTexCmdList));
IM_ASSERT(SUCCEEDED(hr));
hr = bd->pTexCmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
// Create fence.
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence));
IM_ASSERT(hr == S_OK);
bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
IM_ASSERT(bd->FenceEvent != nullptr);
return true;
}
@ -878,6 +882,11 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
bd->commandQueueOwned = false;
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
SafeRelease(bd->pTexCmdList);
SafeRelease(bd->pTexCmdAllocator);
SafeRelease(bd->Fence);
CloseHandle(bd->FenceEvent);
bd->FenceEvent = nullptr;
// Destroy all textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)

View file

@ -116,6 +116,11 @@
#endif
// GLFW
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
#define GLFW_HAS_X11_OR_WAYLAND 1
#else
#define GLFW_HAS_X11_OR_WAYLAND 0
#endif
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
@ -128,8 +133,8 @@
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include <GLFW/glfw3native.h>
#elif !defined(__EMSCRIPTEN__)
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
#elif GLFW_HAS_X11_OR_WAYLAND
#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
#define GLFW_EXPOSE_NATIVE_X11
#include <X11/Xatom.h>
#endif
@ -184,11 +189,6 @@
#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
#define GLFW_HAS_X11_OR_WAYLAND 1
#else
#define GLFW_HAS_X11_OR_WAYLAND 0
#endif
// Map GLFWWindow* to ImGuiContext*.
// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.