mirror of
https://github.com/ocornut/imgui.git
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merge v1.92.4
This commit is contained in:
parent
c425843be3
commit
44cff4493c
64 changed files with 1674 additions and 514 deletions
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@ -20,6 +20,11 @@
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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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// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
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// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
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// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
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// 2025-09-29: DirectX12: Reuse a command list and allocator for texture uploads instead of recreating them each time. (#8963)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-19: Fixed build on MinGW. (#8702, #4594)
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// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
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// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
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@ -56,7 +61,7 @@
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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 <dxgi1_5.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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@ -86,6 +91,7 @@ struct ImGui_ImplDX12_Texture
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struct ImGui_ImplDX12_Data
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{
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ImGui_ImplDX12_InitInfo InitInfo;
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IDXGIFactory5* pdxgiFactory;
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ID3D12Device* pd3dDevice;
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ID3D12RootSignature* pRootSignature;
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ID3D12PipelineState* pPipelineState;
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@ -94,14 +100,23 @@ struct ImGui_ImplDX12_Data
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DXGI_FORMAT RTVFormat;
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DXGI_FORMAT DSVFormat;
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ID3D12DescriptorHeap* pd3dSrvDescHeap;
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ID3D12Fence* Fence;
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UINT64 FenceLastSignaledValue;
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HANDLE FenceEvent;
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UINT numFramesInFlight;
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bool tearingSupport;
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bool LegacySingleDescriptorUsed;
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ID3D12CommandAllocator* pTexCmdAllocator;
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ID3D12GraphicsCommandList* pTexCmdList;
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ID3D12Resource* pTexUploadBuffer;
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UINT pTexUploadBufferSize;
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void* pTexUploadBufferMapped;
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ImGui_ImplDX12_RenderBuffers* pFrameResources;
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UINT frameIndex;
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bool LegacySingleDescriptorUsed;
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
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ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
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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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@ -334,21 +349,21 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex)
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{
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ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData;
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if (backend_tex == nullptr)
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return;
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IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
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SafeRelease(backend_tex->pTextureResource);
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backend_tex->hFontSrvCpuDescHandle.ptr = 0;
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backend_tex->hFontSrvGpuDescHandle.ptr = 0;
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IM_DELETE(backend_tex);
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if (ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData)
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{
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IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID);
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle);
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SafeRelease(backend_tex->pTextureResource);
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backend_tex->hFontSrvCpuDescHandle.ptr = 0;
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backend_tex->hFontSrvGpuDescHandle.ptr = 0;
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IM_DELETE(backend_tex);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
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tex->SetTexID(ImTextureID_Invalid);
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tex->BackendUserData = nullptr;
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}
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tex->SetStatus(ImTextureStatus_Destroyed);
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tex->BackendUserData = nullptr;
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}
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void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
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@ -427,58 +442,53 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
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UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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UINT upload_size = upload_pitch_dst * upload_h;
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D3D12_RESOURCE_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Alignment = 0;
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desc.Width = upload_size;
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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if (bd->pTexUploadBuffer == nullptr || upload_size > bd->pTexUploadBufferSize)
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{
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if (bd->pTexUploadBufferMapped)
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{
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D3D12_RANGE range = { 0, bd->pTexUploadBufferSize };
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bd->pTexUploadBuffer->Unmap(0, &range);
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bd->pTexUploadBufferMapped = nullptr;
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}
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SafeRelease(bd->pTexUploadBuffer);
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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D3D12_RESOURCE_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Alignment = 0;
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desc.Width = upload_size;
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.Format = DXGI_FORMAT_UNKNOWN;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_NONE;
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// FIXME-OPT: Can upload buffer be reused?
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ID3D12Resource* uploadBuffer = nullptr;
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HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
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IM_ASSERT(SUCCEEDED(hr));
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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props.Type = D3D12_HEAP_TYPE_UPLOAD;
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props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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// Create temporary command list and execute immediately
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ID3D12Fence* fence = nullptr;
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hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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IM_ASSERT(SUCCEEDED(hr));
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HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&bd->pTexUploadBuffer));
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IM_ASSERT(SUCCEEDED(hr));
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HANDLE event = ::CreateEvent(0, 0, 0, 0);
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IM_ASSERT(event != nullptr);
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D3D12_RANGE range = {0, upload_size};
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hr = bd->pTexUploadBuffer->Map(0, &range, &bd->pTexUploadBufferMapped);
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IM_ASSERT(SUCCEEDED(hr));
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bd->pTexUploadBufferSize = upload_size;
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}
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// FIXME-OPT: Create once and reuse?
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ID3D12CommandAllocator* cmdAlloc = nullptr;
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hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
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IM_ASSERT(SUCCEEDED(hr));
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// FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures)
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ID3D12GraphicsCommandList* cmdList = nullptr;
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hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
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IM_ASSERT(SUCCEEDED(hr));
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bd->pTexCmdAllocator->Reset();
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bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr);
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ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList;
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// Copy to upload buffer
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void* mapped = nullptr;
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D3D12_RANGE range = { 0, upload_size };
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hr = uploadBuffer->Map(0, &range, &mapped);
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IM_ASSERT(SUCCEEDED(hr));
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for (int y = 0; y < upload_h; y++)
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memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
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uploadBuffer->Unmap(0, &range);
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memcpy((void*)((uintptr_t)bd->pTexUploadBufferMapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src);
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if (need_barrier_before_copy)
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{
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@ -495,7 +505,7 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
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D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
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D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
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{
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srcLocation.pResource = uploadBuffer;
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srcLocation.pResource = bd->pTexUploadBuffer;
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srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srcLocation.PlacedFootprint.Footprint.Width = upload_w;
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@ -519,26 +529,20 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
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cmdList->ResourceBarrier(1, &barrier);
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}
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hr = cmdList->Close();
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HRESULT hr = cmdList->Close();
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IM_ASSERT(SUCCEEDED(hr));
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ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
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cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
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hr = cmdQueue->Signal(fence, 1);
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hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
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IM_ASSERT(SUCCEEDED(hr));
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// FIXME-OPT: Suboptimal?
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// - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version)
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// - Store per-frame in flight: upload buffer?
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// - Where do cmdList and cmdAlloc fit?
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fence->SetEventOnCompletion(1, event);
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::WaitForSingleObject(event, INFINITE);
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bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
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::WaitForSingleObject(bd->FenceEvent, INFINITE);
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cmdList->Release();
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cmdAlloc->Release();
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::CloseHandle(event);
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fence->Release();
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uploadBuffer->Release();
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tex->SetStatus(ImTextureStatus_OK);
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}
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@ -554,6 +558,13 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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if (bd->pPipelineState)
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ImGui_ImplDX12_InvalidateDeviceObjects();
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HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory));
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IM_ASSERT(hr == S_OK);
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BOOL allow_tearing = FALSE;
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bd->pdxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
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bd->tearingSupport = (allow_tearing == TRUE);
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// Create the root signature
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{
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D3D12_DESCRIPTOR_RANGE descRange = {};
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@ -775,6 +786,20 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
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if (result_pipeline_state != S_OK)
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return false;
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// Create command allocator and command list for ImGui_ImplDX12_UpdateTexture()
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hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&bd->pTexCmdAllocator));
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IM_ASSERT(SUCCEEDED(hr));
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hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, bd->pTexCmdAllocator, nullptr, IID_PPV_ARGS(&bd->pTexCmdList));
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IM_ASSERT(SUCCEEDED(hr));
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hr = bd->pTexCmdList->Close();
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IM_ASSERT(SUCCEEDED(hr));
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// Create fence.
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hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence));
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IM_ASSERT(hr == S_OK);
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bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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IM_ASSERT(bd->FenceEvent != nullptr);
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return true;
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}
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@ -784,11 +809,24 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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if (!bd || !bd->pd3dDevice)
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return;
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SafeRelease(bd->pdxgiFactory);
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if (bd->commandQueueOwned)
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SafeRelease(bd->pCommandQueue);
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bd->commandQueueOwned = false;
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SafeRelease(bd->pRootSignature);
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SafeRelease(bd->pPipelineState);
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if (bd->pTexUploadBufferMapped)
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{
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D3D12_RANGE range = { 0, bd->pTexUploadBufferSize };
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bd->pTexUploadBuffer->Unmap(0, &range);
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bd->pTexUploadBufferMapped = nullptr;
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}
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SafeRelease(bd->pTexUploadBuffer);
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SafeRelease(bd->pTexCmdList);
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SafeRelease(bd->pTexCmdAllocator);
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SafeRelease(bd->Fence);
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CloseHandle(bd->FenceEvent);
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bd->FenceEvent = nullptr;
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// Destroy all textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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@ -843,6 +881,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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bd->DSVFormat = init_info->DSVFormat;
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bd->numFramesInFlight = init_info->NumFramesInFlight;
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bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap;
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bd->tearingSupport = false;
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx12";
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@ -905,14 +944,15 @@ void ImGui_ImplDX12_Shutdown()
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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// Clean up windows and device objects
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ImGui_ImplDX12_InvalidateDeviceObjects();
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delete[] bd->pFrameResources;
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
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platform_io.ClearRendererHandlers();
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IM_DELETE(bd);
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}
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