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Backends: DX12: Rework synchronization
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62275e877a
commit
46e090e969
2 changed files with 70 additions and 64 deletions
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@ -22,6 +22,7 @@
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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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// 2025-09-26: DirectX12: Rework and unify synchronization logic.
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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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@ -126,6 +127,7 @@ struct ImGui_ImplDX12_RenderBuffers
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// Buffers used for secondary viewports created by the multi-viewports systems
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struct ImGui_ImplDX12_FrameContext
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{
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UINT64 FenceValue;
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ID3D12CommandAllocator* CommandAllocator;
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ID3D12Resource* RenderTarget;
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
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@ -141,8 +143,9 @@ struct ImGui_ImplDX12_ViewportData
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ID3D12GraphicsCommandList* CommandList;
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ID3D12DescriptorHeap* RtvDescHeap;
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IDXGISwapChain3* SwapChain;
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HANDLE SwapChainWaitableObject;
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ID3D12Fence* Fence;
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UINT64 FenceSignaledValue;
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UINT64 FenceLastSignaledValue;
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HANDLE FenceEvent;
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UINT NumFramesInFlight;
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ImGui_ImplDX12_FrameContext* FrameCtx;
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@ -157,16 +160,18 @@ struct ImGui_ImplDX12_ViewportData
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CommandList = nullptr;
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RtvDescHeap = nullptr;
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SwapChain = nullptr;
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SwapChainWaitableObject = nullptr;
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Fence = nullptr;
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FenceSignaledValue = 0;
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FenceLastSignaledValue = 0;
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FenceEvent = nullptr;
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NumFramesInFlight = num_frames_in_flight;
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FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight];
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FrameIndex = UINT_MAX;
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FrameIndex = 0;
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FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight];
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for (UINT i = 0; i < NumFramesInFlight; ++i)
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{
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FrameCtx[i].FenceValue = 0;
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FrameCtx[i].CommandAllocator = nullptr;
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FrameCtx[i].RenderTarget = nullptr;
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@ -182,6 +187,7 @@ struct ImGui_ImplDX12_ViewportData
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IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr);
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IM_ASSERT(RtvDescHeap == nullptr);
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IM_ASSERT(SwapChain == nullptr);
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IM_ASSERT(SwapChainWaitableObject == nullptr);
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IM_ASSERT(Fence == nullptr);
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IM_ASSERT(FenceEvent == nullptr);
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@ -1032,16 +1038,12 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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vd->FrameIndex = UINT_MAX;
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vd->FrameIndex = 0;
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// Create command queue.
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D3D12_COMMAND_QUEUE_DESC queue_desc = {};
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queue_desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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// Use shared command queue from init info
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vd->CommandQueue = bd->pCommandQueue;
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HRESULT res = S_OK;
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res = bd->pd3dDevice->CreateCommandQueue(&queue_desc, IID_PPV_ARGS(&vd->CommandQueue));
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IM_ASSERT(res == S_OK);
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// Create command allocator.
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for (UINT i = 0; i < bd->numFramesInFlight; ++i)
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@ -1077,6 +1079,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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sd1.Scaling = DXGI_SCALING_NONE;
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sd1.Stereo = FALSE;
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sd1.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
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IDXGIFactory4* dxgi_factory = nullptr;
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res = ::CreateDXGIFactory1(IID_PPV_ARGS(&dxgi_factory));
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@ -1093,7 +1096,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
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swap_chain->Release();
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// Create the render targets
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// Create the render targets and waitable object
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if (vd->SwapChain)
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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@ -1121,6 +1124,10 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
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vd->FrameCtx[i].RenderTarget = back_buffer;
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}
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hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight);
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IM_ASSERT(hr == S_OK);
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vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject();
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}
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for (UINT i = 0; i < bd->numFramesInFlight; i++)
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@ -1129,16 +1136,28 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
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{
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HRESULT hr = S_FALSE;
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if (vd && vd->CommandQueue && vd->Fence && vd->FenceEvent)
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HRESULT hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceLastSignaledValue);
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IM_ASSERT(hr == S_OK);
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hr = vd->Fence->SetEventOnCompletion(vd->FenceLastSignaledValue, vd->FenceEvent);
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IM_ASSERT(hr == S_OK);
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::WaitForSingleObject(vd->FenceEvent, INFINITE);
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}
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static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd)
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{
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ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight];
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if (vd->Fence->GetCompletedValue() < frame_context->FenceValue)
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{
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hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
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HRESULT hr = vd->Fence->SetEventOnCompletion(frame_context->FenceValue, vd->FenceEvent);
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IM_ASSERT(hr == S_OK);
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::WaitForSingleObject(vd->FenceEvent, 0); // Reset any forgotten waits
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hr = vd->Fence->SetEventOnCompletion(vd->FenceSignaledValue, vd->FenceEvent);
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IM_ASSERT(hr == S_OK);
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::WaitForSingleObject(vd->FenceEvent, INFINITE);
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HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, vd->FenceEvent };
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::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
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}
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else
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::WaitForSingleObject(vd->SwapChainWaitableObject, INFINITE);
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return frame_context;
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}
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static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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@ -1149,7 +1168,9 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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{
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ImGui_WaitForPendingOperations(vd);
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SafeRelease(vd->CommandQueue);
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vd->CommandQueue = nullptr;
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::CloseHandle(vd->SwapChainWaitableObject);
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vd->SwapChainWaitableObject = nullptr;
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SafeRelease(vd->CommandList);
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SafeRelease(vd->SwapChain);
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SafeRelease(vd->RtvDescHeap);
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@ -1181,7 +1202,8 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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if (vd->SwapChain)
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{
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ID3D12Resource* back_buffer = nullptr;
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vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
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vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y,
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DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
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for (UINT i = 0; i < bd->numFramesInFlight; i++)
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{
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vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
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@ -1196,7 +1218,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
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ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
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ImGui_ImplDX12_FrameContext* frame_context = ImGui_WaitForNextFrameContext(vd);
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UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();
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const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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@ -1226,9 +1248,11 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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cmd_list->ResourceBarrier(1, &barrier);
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cmd_list->Close();
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vd->CommandQueue->Wait(vd->Fence, vd->FenceSignaledValue);
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vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
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vd->CommandQueue->Signal(vd->Fence, ++vd->FenceSignaledValue);
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HRESULT hr = vd->CommandQueue->Signal(vd->Fence, ++vd->FenceLastSignaledValue);
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IM_ASSERT(hr == S_OK);
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frame_context->FenceValue = vd->FenceLastSignaledValue;
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}
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static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
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@ -1236,8 +1260,7 @@ static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
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ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
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vd->SwapChain->Present(0, 0);
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while (vd->Fence->GetCompletedValue() < vd->FenceSignaledValue)
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::SwitchToThread();
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++vd->FrameIndex;
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}
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void ImGui_ImplDX12_InitPlatformInterface()
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@ -102,8 +102,8 @@ bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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void WaitForLastSubmittedFrame();
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FrameContext* WaitForNextFrameResources();
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void WaitForPendingOperations();
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FrameContext* WaitForNextFrameContext();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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@ -269,7 +269,7 @@ int main(int, char**)
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// Rendering
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ImGui::Render();
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FrameContext* frameCtx = WaitForNextFrameResources();
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FrameContext* frameCtx = WaitForNextFrameContext();
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UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
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frameCtx->CommandAllocator->Reset();
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@ -303,18 +303,18 @@ int main(int, char**)
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ImGui::RenderPlatformWindowsDefault();
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}
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g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
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frameCtx->FenceValue = g_fenceLastSignaledValue;
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// Present
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HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
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//HRESULT hr = g_pSwapChain->Present(0, 0); // Present without vsync
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g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
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UINT64 fenceValue = g_fenceLastSignaledValue + 1;
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g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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g_fenceLastSignaledValue = fenceValue;
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frameCtx->FenceValue = fenceValue;
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++g_frameIndex;
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}
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WaitForLastSubmittedFrame();
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WaitForPendingOperations();
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// Cleanup
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ImGui_ImplDX12_Shutdown();
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@ -484,49 +484,33 @@ void CreateRenderTarget()
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void CleanupRenderTarget()
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{
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WaitForLastSubmittedFrame();
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WaitForPendingOperations();
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for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
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if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
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}
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void WaitForLastSubmittedFrame()
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void WaitForPendingOperations()
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{
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FrameContext* frameCtx = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
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g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
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UINT64 fenceValue = frameCtx->FenceValue;
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if (fenceValue == 0)
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return; // No fence was signaled
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frameCtx->FenceValue = 0;
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if (g_fence->GetCompletedValue() >= fenceValue)
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return;
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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WaitForSingleObject(g_fenceEvent, INFINITE);
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g_fence->SetEventOnCompletion(g_fenceLastSignaledValue, g_fenceEvent);
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::WaitForSingleObject(g_fenceEvent, INFINITE);
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}
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FrameContext* WaitForNextFrameResources()
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FrameContext* WaitForNextFrameContext()
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{
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UINT nextFrameIndex = g_frameIndex + 1;
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g_frameIndex = nextFrameIndex;
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HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, nullptr };
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DWORD numWaitableObjects = 1;
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FrameContext* frameCtx = &g_frameContext[nextFrameIndex % APP_NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtx->FenceValue;
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if (fenceValue != 0) // means no fence was signaled
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FrameContext* frame_context = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
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if (g_fence->GetCompletedValue() < frame_context->FenceValue)
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{
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frameCtx->FenceValue = 0;
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g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
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waitableObjects[1] = g_fenceEvent;
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numWaitableObjects = 2;
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g_fence->SetEventOnCompletion(frame_context->FenceValue, g_fenceEvent);
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HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, g_fenceEvent };
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::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
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}
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else
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::WaitForSingleObject(g_hSwapChainWaitableObject, INFINITE);
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WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
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return frameCtx;
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return frame_context;
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}
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// Forward declare message handler from imgui_impl_win32.cpp
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@ -547,7 +531,6 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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case WM_SIZE:
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if (g_pd3dDevice != nullptr && wParam != SIZE_MINIMIZED)
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{
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WaitForLastSubmittedFrame();
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CleanupRenderTarget();
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HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
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assert(SUCCEEDED(result) && "Failed to resize swapchain.");
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