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Backends: DX12: Let user specifies an optional custom error handling function and fix missing error checks

This commit is contained in:
Rémy Tassoux 2025-10-20 19:14:06 +02:00
parent 28dabdcb9e
commit c1d6e4b795
3 changed files with 196 additions and 107 deletions

View file

@ -23,6 +23,7 @@
// 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.
// 2025-10-20: DirectX12: Let user specifies an optional custom error handling function by setting ImGui_ImplDX12_InitInfo::CheckHrResultFn.
// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002)
// 2025-09-29: DirectX12: Rework synchronization logic. (#8961)
// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965)
@ -210,6 +211,16 @@ struct VERTEX_CONSTANT_BUFFER_DX12
float mvp[4][4];
};
static void check_hr_result(HRESULT hr)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd)
return;
ImGui_ImplDX12_InitInfo* v = &bd->InitInfo;
if (v->CheckHrResultFn)
v->CheckHrResultFn(hr);
}
// Forward Declarations
static void ImGui_ImplDX12_InitMultiViewportSupport();
static void ImGui_ImplDX12_ShutdownMultiViewportSupport();
@ -316,8 +327,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
return;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer));
check_hr_result(hr);
}
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
@ -337,18 +348,18 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
return;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer));
check_hr_result(hr);
}
// Upload vertex/index data into a single contiguous GPU buffer
// During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only)
void* vtx_resource, *idx_resource;
D3D12_RANGE range = { 0, 0 };
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
return;
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
return;
HRESULT hr = fr->VertexBuffer->Map(0, &range, &vtx_resource);
check_hr_result(hr);
hr = fr->IndexBuffer->Map(0, &range, &idx_resource);
check_hr_result(hr);
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
for (const ImDrawList* draw_list : draw_data->CmdLists)
@ -475,8 +486,9 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = nullptr;
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
check_hr_result(hr);
// Create SRV
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
@ -549,16 +561,18 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&bd->pTexUploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
check_hr_result(hr);
D3D12_RANGE range = {0, upload_size};
hr = bd->pTexUploadBuffer->Map(0, &range, &bd->pTexUploadBufferMapped);
IM_ASSERT(SUCCEEDED(hr));
check_hr_result(hr);
bd->pTexUploadBufferSize = upload_size;
}
bd->pTexCmdAllocator->Reset();
bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr);
HRESULT hr = bd->pTexCmdAllocator->Reset();
check_hr_result(hr);
hr = bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr);
check_hr_result(hr);
ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList;
// Copy to upload buffer
@ -604,18 +618,19 @@ void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex)
cmdList->ResourceBarrier(1, &barrier);
}
HRESULT hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
hr = cmdList->Close();
check_hr_result(hr);
ID3D12CommandQueue* cmdQueue = bd->pCommandQueue;
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(SUCCEEDED(hr));
check_hr_result(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?
bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
hr = bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
check_hr_result(hr);
::WaitForSingleObject(bd->FenceEvent, INFINITE);
tex->SetStatus(ImTextureStatus_OK);
@ -634,10 +649,11 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
ImGui_ImplDX12_InvalidateDeviceObjects();
HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory));
IM_ASSERT(hr == S_OK);
check_hr_result(hr);
BOOL allow_tearing = FALSE;
bd->pdxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
hr = bd->pdxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
check_hr_result(hr);
bd->tearingSupport = (allow_tearing == TRUE);
// Create the root signature
@ -719,7 +735,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
return false;
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
hr = bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
check_hr_result(hr);
blob->Release();
}
@ -773,8 +790,8 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return output;\
}";
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
hr = D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr);
check_hr_result(hr); // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
// Create the input layout
@ -805,10 +822,11 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return out_col; \
}";
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
hr = D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr);
if (FAILED(hr))
{
vertexShaderBlob->Release();
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
check_hr_result(hr); // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
}
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
}
@ -855,23 +873,22 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.BackFace = desc.FrontFace;
}
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
hr = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
vertexShaderBlob->Release();
pixelShaderBlob->Release();
if (result_pipeline_state != S_OK)
return false;
check_hr_result(hr);
// Create command allocator and command list for ImGui_ImplDX12_UpdateTexture()
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&bd->pTexCmdAllocator));
IM_ASSERT(SUCCEEDED(hr));
check_hr_result(hr);
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, bd->pTexCmdAllocator, nullptr, IID_PPV_ARGS(&bd->pTexCmdList));
IM_ASSERT(SUCCEEDED(hr));
check_hr_result(hr);
hr = bd->pTexCmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
check_hr_result(hr);
// Create fence.
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence));
IM_ASSERT(hr == S_OK);
check_hr_result(hr);
bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
IM_ASSERT(bd->FenceEvent != nullptr);
@ -999,7 +1016,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue));
IM_ASSERT(SUCCEEDED(hr));
check_hr_result(hr);
bool ret = ImGui_ImplDX12_Init(&init_info);
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
@ -1071,17 +1088,18 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
vd->CommandQueue = bd->pCommandQueue;
// Create command allocator.
HRESULT res = S_OK;
HRESULT hr = S_OK;
for (UINT i = 0; i < bd->numFramesInFlight; ++i)
{
res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
IM_ASSERT(res == S_OK);
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator));
check_hr_result(hr);
}
// Create command list.
res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
IM_ASSERT(res == S_OK);
vd->CommandList->Close();
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList));
check_hr_result(hr);
hr = vd->CommandList->Close();
check_hr_result(hr);
// Create swap chain
// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
@ -1104,14 +1122,15 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
sd1.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
IDXGISwapChain1* swap_chain = nullptr;
res = bd->pdxgiFactory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
IM_ASSERT(res == S_OK);
res = bd->pdxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
IM_ASSERT(res == S_OK);
hr = bd->pdxgiFactory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
check_hr_result(hr);
hr = bd->pdxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter
check_hr_result(hr);
// Or swapChain.As(&mSwapChain)
IM_ASSERT(vd->SwapChain == nullptr);
swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
hr = swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain));
check_hr_result(hr);
swap_chain->Release();
// Create the render targets and waitable object
@ -1123,8 +1142,8 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
desc.NodeMask = 1;
HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
IM_ASSERT(hr == S_OK);
hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap));
check_hr_result(hr);
SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart();
@ -1138,13 +1157,14 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr);
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
hr = vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
check_hr_result(hr);
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight);
IM_ASSERT(hr == S_OK);
check_hr_result(hr);
vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject();
}
@ -1156,10 +1176,10 @@ static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
check_hr_result(hr);
hr = bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent);
IM_ASSERT(hr == S_OK);
check_hr_result(hr);
::WaitForSingleObject(bd->FenceEvent, INFINITE);
}
@ -1170,7 +1190,7 @@ static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12
if (bd->Fence->GetCompletedValue() < frame_context->FenceValue)
{
HRESULT hr = bd->Fence->SetEventOnCompletion(frame_context->FenceValue, bd->FenceEvent);
IM_ASSERT(hr == S_OK);
check_hr_result(hr);
HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, bd->FenceEvent };
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
}
@ -1221,11 +1241,14 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
{
ID3D12Resource* back_buffer = nullptr;
DXGI_SWAP_CHAIN_DESC1 desc = {};
vd->SwapChain->GetDesc1(&desc);
vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, desc.Format, desc.Flags);
HRESULT hr = vd->SwapChain->GetDesc1(&desc);
check_hr_result(hr);
hr = vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, desc.Format, desc.Flags);
check_hr_result(hr);
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
hr = vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer));
check_hr_result(hr);
bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors);
vd->FrameCtx[i].RenderTarget = back_buffer;
}
@ -1252,8 +1275,10 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
// Draw
ID3D12GraphicsCommandList* cmd_list = vd->CommandList;
frame_context->CommandAllocator->Reset();
cmd_list->Reset(frame_context->CommandAllocator, nullptr);
HRESULT hr = frame_context->CommandAllocator->Reset();
check_hr_result(hr);
hr = cmd_list->Reset(frame_context->CommandAllocator, nullptr);
check_hr_result(hr);
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr);
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
@ -1265,12 +1290,13 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
cmd_list->ResourceBarrier(1, &barrier);
cmd_list->Close();
hr = cmd_list->Close();
check_hr_result(hr);
vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
IM_ASSERT(hr == S_OK);
hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue);
check_hr_result(hr);
frame_context->FenceValue = bd->FenceLastSignaledValue;
}
@ -1279,7 +1305,8 @@ static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData;
vd->SwapChain->Present(0, bd->tearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0);
HRESULT hr = vd->SwapChain->Present(0, bd->tearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0);
check_hr_result(hr);
vd->FrameIndex++;
}

View file

@ -45,6 +45,9 @@ struct ImGui_ImplDX12_InitInfo
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
#endif
// (Optional) Debugging
void (*CheckHrResultFn)(HRESULT hr);
ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); }
};

View file

@ -12,6 +12,9 @@
#include <d3d12.h>
#include <dxgi1_5.h>
#include <tchar.h>
#include <stdio.h>
#include <comdef.h>
#include <string>
#ifdef _DEBUG
#define DX12_ENABLE_DEBUG_LAYER
@ -98,10 +101,24 @@ static HANDLE g_hSwapChainWaitableObject = nullptr;
static ID3D12Resource* g_mainRenderTargetResource[APP_NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[APP_NUM_BACK_BUFFERS] = {};
static void check_hr_result(HRESULT hr)
{
if (SUCCEEDED(hr))
return;
_com_error err(hr);
const wchar_t* wmsg = err.ErrorMessage();
int size_needed = WideCharToMultiByte(CP_UTF8, 0, wmsg, -1, nullptr, 0, nullptr, nullptr);
std::string msg(size_needed, 0);
WideCharToMultiByte(CP_UTF8, 0, wmsg, -1, &msg.front(), size_needed, nullptr, nullptr);
fprintf(stderr, "[d3d12] Error: HRESULT = %s\n", msg.c_str());
if (FAILED(hr))
abort();
}
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
HRESULT CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
HRESULT CreateRenderTarget();
void CleanupRenderTarget();
void WaitForPendingOperations();
FrameContext* WaitForNextFrameContext();
@ -120,11 +137,12 @@ int main(int, char**)
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr);
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
HRESULT hr = CreateDeviceD3D(hwnd);
if (FAILED(hr))
{
CleanupDeviceD3D();
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 1;
check_hr_result(hr);
}
// Show the window
@ -174,6 +192,7 @@ int main(int, char**)
init_info.SrvDescriptorHeap = g_pd3dSrvDescHeap;
init_info.SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) { return g_pd3dSrvDescHeapAlloc.Alloc(out_cpu_handle, out_gpu_handle); };
init_info.SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_handle) { return g_pd3dSrvDescHeapAlloc.Free(cpu_handle, gpu_handle); };
init_info.CheckHrResultFn = check_hr_result;
ImGui_ImplDX12_Init(&init_info);
// Before 1.91.6: our signature was using a single descriptor. From 1.92, specifying SrvDescriptorAllocFn/SrvDescriptorFreeFn will be required to benefit from new features.
@ -272,7 +291,8 @@ int main(int, char**)
FrameContext* frameCtx = WaitForNextFrameContext();
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
frameCtx->CommandAllocator->Reset();
hr = frameCtx->CommandAllocator->Reset();
check_hr_result(hr);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
@ -281,7 +301,8 @@ int main(int, char**)
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);
hr = g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr);
check_hr_result(hr);
g_pd3dCommandList->ResourceBarrier(1, &barrier);
// Render Dear ImGui graphics
@ -293,7 +314,8 @@ int main(int, char**)
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
g_pd3dCommandList->ResourceBarrier(1, &barrier);
g_pd3dCommandList->Close();
hr = g_pd3dCommandList->Close();
check_hr_result(hr);
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
@ -304,12 +326,14 @@ int main(int, char**)
ImGui::RenderPlatformWindowsDefault();
}
g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
hr = g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
check_hr_result(hr);
frameCtx->FenceValue = g_fenceLastSignaledValue;
// Present
HRESULT hr = g_pSwapChain->Present(1, 0); // Present with vsync
//HRESULT hr = g_pSwapChain->Present(0, g_SwapChainTearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0); // Present without vsync
hr = g_pSwapChain->Present(1, 0); // Present with vsync
//hr = g_pSwapChain->Present(0, g_SwapChainTearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0); // Present without vsync
check_hr_result(hr);
g_SwapChainOccluded = (hr == DXGI_STATUS_OCCLUDED);
g_frameIndex++;
}
@ -329,7 +353,7 @@ int main(int, char**)
}
// Helper functions
bool CreateDeviceD3D(HWND hWnd)
HRESULT CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC1 sd;
@ -358,15 +382,18 @@ bool CreateDeviceD3D(HWND hWnd)
// Create device
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
return false;
HRESULT hr = D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice));
if (FAILED(hr))
return hr;
// [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));
hr = g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
if (FAILED(hr))
return hr;
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
@ -381,8 +408,9 @@ bool CreateDeviceD3D(HWND hWnd)
desc.NumDescriptors = APP_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;
hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap));
if (FAILED(hr))
return hr;
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
@ -398,8 +426,9 @@ bool CreateDeviceD3D(HWND hWnd)
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = APP_SRV_HEAP_SIZE;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
return false;
hr = g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap));
if (FAILED(hr))
return hr;
g_pd3dSrvDescHeapAlloc.Create(g_pd3dDevice, g_pd3dSrvDescHeap);
}
@ -408,52 +437,74 @@ bool CreateDeviceD3D(HWND hWnd)
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;
hr = g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue));
if (FAILED(hr))
return hr;
}
for (UINT i = 0; i < APP_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;
{
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator));
if (FAILED(hr))
return hr;
}
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;
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList));
if (FAILED(hr))
return hr;
hr = g_pd3dCommandList->Close();
if (FAILED(hr))
return hr;
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
return false;
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence));
if (FAILED(hr))
return hr;
g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (g_fenceEvent == nullptr)
return false;
return E_FAIL;
{
IDXGIFactory5* dxgiFactory = nullptr;
IDXGISwapChain1* swapChain1 = nullptr;
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
return false;
hr = CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory));
if (FAILED(hr))
return hr;
BOOL allow_tearing = FALSE;
dxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
hr = dxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing));
if (FAILED(hr))
return hr;
g_SwapChainTearingSupport = (allow_tearing == TRUE);
if (g_SwapChainTearingSupport)
sd.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING;
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;
hr = dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1);
if (FAILED(hr))
return hr;
hr = swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
if (FAILED(hr))
return hr;
if (g_SwapChainTearingSupport)
dxgiFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
{
hr = dxgiFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER);
if (FAILED(hr))
return hr;
}
swapChain1->Release();
dxgiFactory->Release();
g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
hr = g_pSwapChain->SetMaximumFrameLatency(APP_NUM_BACK_BUFFERS);
if (FAILED(hr))
return hr;
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}
CreateRenderTarget();
return true;
hr = CreateRenderTarget();
if (FAILED(hr))
return hr;
return S_OK;
}
void CleanupDeviceD3D()
@ -481,15 +532,18 @@ void CleanupDeviceD3D()
#endif
}
void CreateRenderTarget()
HRESULT CreateRenderTarget()
{
for (UINT i = 0; i < APP_NUM_BACK_BUFFERS; i++)
{
ID3D12Resource* pBackBuffer = nullptr;
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
HRESULT hr = g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
if (FAILED(hr))
return hr;
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]);
g_mainRenderTargetResource[i] = pBackBuffer;
}
return S_OK;
}
void CleanupRenderTarget()
@ -502,9 +556,11 @@ void CleanupRenderTarget()
void WaitForPendingOperations()
{
g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
HRESULT hr = g_pd3dCommandQueue->Signal(g_fence, ++g_fenceLastSignaledValue);
check_hr_result(hr);
g_fence->SetEventOnCompletion(g_fenceLastSignaledValue, g_fenceEvent);
hr = g_fence->SetEventOnCompletion(g_fenceLastSignaledValue, g_fenceEvent);
check_hr_result(hr);
::WaitForSingleObject(g_fenceEvent, INFINITE);
}
@ -513,7 +569,8 @@ FrameContext* WaitForNextFrameContext()
FrameContext* frame_context = &g_frameContext[g_frameIndex % APP_NUM_FRAMES_IN_FLIGHT];
if (g_fence->GetCompletedValue() < frame_context->FenceValue)
{
g_fence->SetEventOnCompletion(frame_context->FenceValue, g_fenceEvent);
HRESULT hr = g_fence->SetEventOnCompletion(frame_context->FenceValue, g_fenceEvent);
check_hr_result(hr);
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, g_fenceEvent };
::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE);
}
@ -543,10 +600,12 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
CleanupRenderTarget();
DXGI_SWAP_CHAIN_DESC1 desc = {};
g_pSwapChain->GetDesc1(&desc);
HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), desc.Format, desc.Flags);
assert(SUCCEEDED(result) && "Failed to resize swapchain.");
CreateRenderTarget();
HRESULT hr = g_pSwapChain->GetDesc1(&desc);
check_hr_result(hr);
hr = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), desc.Format, desc.Flags);
check_hr_result(hr);
hr = CreateRenderTarget();
check_hr_result(hr);
}
return 0;
case WM_SYSCOMMAND: