Nuklear/demo/d3d12/nuklear_d3d12.h

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/*
* Nuklear - 1.32.0 - public domain
* no warrenty implied; use at your own risk.
* authored from 2015-2016 by Micha Mettke
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*
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* D3D12 backend created by Ludwig Fuechsl (2022)
*/
/*
* ==============================================================
*
* API
*
* ===============================================================
*/
#ifndef NK_D3D12_H_
#define NK_D3D12_H_
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
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/*
* USAGE:
* - This function will initialize a new nuklear rendering context. The context will be bound to a GLOBAL DirectX 12 rendering state.
*/
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NK_API struct nk_context *nk_d3d12_init(ID3D12Device *device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer, unsigned int max_user_textures);
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/*
* USAGE:
* - A call to this function prepares the global nuklear d3d12 backend for receiving font informations. Use the obtained atlas pointer to load all required fonts and do all required font setup.
*/
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NK_API void nk_d3d12_font_stash_begin(struct nk_font_atlas **atlas);
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/*
* USAGE:
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* - Call this function after a call to nk_d3d12_font_stash_begin(...) when all fonts have been loaded and configured.
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* - This function will place commands on the supplied ID3D12GraphicsCommandList.
* - This function will allocate temporary data that is required until the command list has finish executing. The temporary data can be free by calling nk_d3d12_font_stash_cleanup(...)
*/
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NK_API void nk_d3d12_font_stash_end(ID3D12GraphicsCommandList *command_list);
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/*
* USAGE:
* - This function will free temporary data that was allocated by nk_d3d12_font_stash_begin(...)
* - Only call this function after the command list used in the nk_d3d12_font_stash_begin(...) function call has finished executing.
* - It is NOT required to call this function but highly recommended.
*/
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NK_API void nk_d3d12_font_stash_cleanup();
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/*
* USAGE:
* - This function will setup the supplied texture (ID3D12Resource) for rendering custom images using the supplied D3D12_SHADER_RESOURCE_VIEW_DESC.
* - This function may override any previous calls to nk_d3d12_set_user_texture(...) while using the same index.
* - The returned handle can be used as texture handle to render custom images.
* - The caller must keep track of the state of the texture when it comes to rendering with nk_d3d12_render(...).
*/
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NK_API nk_bool nk_d3d12_set_user_texture(unsigned int index, ID3D12Resource* texture, const D3D12_SHADER_RESOURCE_VIEW_DESC* description, nk_handle* handle_out);
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/*
* USAGE:
* - This function should be called within the user window proc to allow nuklear to listen to window events
*/
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NK_API int nk_d3d12_handle_event(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
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/*
* USAGE:
* - A call to this function renders any previous placed nuklear draw calls and will flush all nuklear buffers for the next frame
* - This function will place commands on the supplied ID3D12GraphicsCommandList.
* - When using custom images for rendering make sure they are in the correct resource state (D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE) when calling this function.
* - This function will upload data to the gpu (64 + max_vertex_buffer + max_index_buffer BYTES).
*/
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NK_API void nk_d3d12_render(ID3D12GraphicsCommandList *command_list, enum nk_anti_aliasing AA);
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/*
* USAGE:
* - This function will notify nuklear that the framebuffer dimensions have changed.
*/
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NK_API void nk_d3d12_resize(int width, int height);
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/*
* USAGE:
* - This function will free the global d3d12 rendering state.
*/
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NK_API void nk_d3d12_shutdown(void);
#endif
/*
* ==============================================================
*
* IMPLEMENTATION
*
* ===============================================================
*/
#ifdef NK_D3D12_IMPLEMENTATION
#define WIN32_LEAN_AND_MEAN
#define COBJMACROS
#include <d3d12.h>
#include <stddef.h>
#include <string.h>
#include <float.h>
#include <assert.h>
#include "nuklear_d3d12_vertex_shader.h"
#include "nuklear_d3d12_pixel_shader.h"
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struct nk_d3d12_vertex
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{
float position[2];
float uv[2];
nk_byte col[4];
};
static struct
{
struct nk_context ctx;
struct nk_font_atlas atlas;
struct nk_buffer cmds;
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struct nk_draw_null_texture tex_null;
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unsigned int max_vertex_buffer;
unsigned int max_index_buffer;
unsigned int max_user_textures;
D3D12_HEAP_PROPERTIES heap_prop_default;
D3D12_HEAP_PROPERTIES heap_prop_upload;
UINT cbv_srv_uav_desc_increment;
D3D12_VIEWPORT viewport;
ID3D12Device *device;
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
ID3D12DescriptorHeap *desc_heap;
ID3D12Resource *font_texture;
ID3D12Resource *font_upload_buffer;
ID3D12Resource *upload_buffer;
ID3D12Resource *const_buffer;
ID3D12Resource *index_buffer;
ID3D12Resource *vertex_buffer;
D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle;
D3D12_GPU_VIRTUAL_ADDRESS gpu_vertex_buffer_address;
D3D12_GPU_VIRTUAL_ADDRESS gpu_index_buffer_address;
} d3d12;
NK_API void
nk_d3d12_render(ID3D12GraphicsCommandList *command_list, enum nk_anti_aliasing AA)
{
HRESULT hr;
#ifdef NK_UINT_DRAW_INDEX
DXGI_FORMAT index_buffer_format = DXGI_FORMAT_R32_UINT;
#else
DXGI_FORMAT index_buffer_format = DXGI_FORMAT_R16_UINT;
#endif
const UINT stride = sizeof(struct nk_d3d12_vertex);
const struct nk_draw_command *cmd;
UINT offset = 0;
D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
D3D12_INDEX_BUFFER_VIEW index_buffer_view;
unsigned char* ptr_data;
D3D12_RANGE map_range;
D3D12_RESOURCE_BARRIER resource_barriers[3];
/* Activate D3D12 pipeline state and config root signature */
ID3D12GraphicsCommandList_SetPipelineState(command_list, d3d12.pipeline_state);
ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, d3d12.root_signature);
ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &d3d12.desc_heap);
ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, d3d12.gpu_descriptor_handle);
/* Configure rendering pipeline */
ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
vertex_buffer_view.BufferLocation = d3d12.gpu_vertex_buffer_address;
vertex_buffer_view.SizeInBytes = d3d12.max_vertex_buffer;
vertex_buffer_view.StrideInBytes = stride;
ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vertex_buffer_view);
index_buffer_view.BufferLocation = d3d12.gpu_index_buffer_address;
index_buffer_view.Format = index_buffer_format;
index_buffer_view.SizeInBytes = d3d12.max_index_buffer;
ID3D12GraphicsCommandList_IASetIndexBuffer(command_list, &index_buffer_view);
ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &d3d12.viewport);
/* Map upload buffer to cpu accessible pointer */
map_range.Begin = sizeof(float) * 4 * 4;
map_range.End = map_range.Begin + d3d12.max_vertex_buffer + d3d12.max_index_buffer;
hr = ID3D12Resource_Map(d3d12.upload_buffer, 0, &map_range, &ptr_data);
NK_ASSERT(SUCCEEDED(hr));
/* Nuklear convert and copy to upload buffer */
{
struct nk_convert_config config;
NK_STORAGE const struct nk_draw_vertex_layout_element vertex_layout[] = {
{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d12_vertex, position)},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d12_vertex, uv)},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_d3d12_vertex, col)},
{NK_VERTEX_LAYOUT_END}
};
memset(&config, 0, sizeof(config));
config.vertex_layout = vertex_layout;
config.vertex_size = sizeof(struct nk_d3d12_vertex);
config.vertex_alignment = NK_ALIGNOF(struct nk_d3d12_vertex);
config.global_alpha = 1.0f;
config.shape_AA = AA;
config.line_AA = AA;
config.circle_segment_count = 22;
config.curve_segment_count = 22;
config.arc_segment_count = 22;
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config.tex_null = d3d12.tex_null;
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struct nk_buffer vbuf, ibuf;
nk_buffer_init_fixed(&vbuf, &ptr_data[sizeof(float) * 4 * 4], (size_t)d3d12.max_vertex_buffer);
nk_buffer_init_fixed(&ibuf, &ptr_data[sizeof(float) * 4 * 4 + d3d12.max_vertex_buffer], (size_t)d3d12.max_index_buffer);
nk_convert(&d3d12.ctx, &d3d12.cmds, &vbuf, &ibuf, &config);
}
/* Close mapping range */
ID3D12Resource_Unmap(d3d12.upload_buffer, 0, &map_range);
/* Issue GPU resource change for copying */
resource_barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resource_barriers[0].Transition.pResource = d3d12.const_buffer;
resource_barriers[0].Transition.Subresource = 0;
resource_barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
resource_barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
resource_barriers[0].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
resource_barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resource_barriers[1].Transition.pResource = d3d12.vertex_buffer;
resource_barriers[1].Transition.Subresource = 0;
resource_barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
resource_barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
resource_barriers[1].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
resource_barriers[2].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resource_barriers[2].Transition.pResource = d3d12.index_buffer;
resource_barriers[2].Transition.Subresource = 0;
resource_barriers[2].Transition.StateBefore = D3D12_RESOURCE_STATE_INDEX_BUFFER;
resource_barriers[2].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
resource_barriers[2].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 3, resource_barriers);
/* Copy from upload buffer to gpu buffers */
ID3D12GraphicsCommandList_CopyBufferRegion(command_list, d3d12.const_buffer, 0, d3d12.upload_buffer, 0, sizeof(float) * 4 * 4);
ID3D12GraphicsCommandList_CopyBufferRegion(command_list, d3d12.vertex_buffer, 0, d3d12.upload_buffer, sizeof(float) * 4 * 4, d3d12.max_vertex_buffer);
ID3D12GraphicsCommandList_CopyBufferRegion(command_list, d3d12.index_buffer, 0, d3d12.upload_buffer, sizeof(float) * 4 * 4 + d3d12.max_vertex_buffer, d3d12.max_index_buffer);
/* Issue GPU resource change for rendering */
resource_barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resource_barriers[0].Transition.pResource = d3d12.const_buffer;
resource_barriers[0].Transition.Subresource = 0;
resource_barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
resource_barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
resource_barriers[0].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
resource_barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resource_barriers[1].Transition.pResource = d3d12.vertex_buffer;
resource_barriers[1].Transition.Subresource = 0;
resource_barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
resource_barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
resource_barriers[1].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
resource_barriers[2].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resource_barriers[2].Transition.pResource = d3d12.index_buffer;
resource_barriers[2].Transition.Subresource = 0;
resource_barriers[2].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
resource_barriers[2].Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
resource_barriers[2].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 3, resource_barriers);
/* Issue draw commands */
nk_draw_foreach(cmd, &d3d12.ctx, &d3d12.cmds)
{
D3D12_RECT scissor;
UINT32 texture_id;
/* Only place a drawcall in case the command contains drawable data */
if(cmd->elem_count)
{
/* Setup scissor rect */
scissor.left = (LONG)cmd->clip_rect.x;
scissor.right = (LONG)(cmd->clip_rect.x + cmd->clip_rect.w);
scissor.top = (LONG)cmd->clip_rect.y;
scissor.bottom = (LONG)(cmd->clip_rect.y + cmd->clip_rect.h);
ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &scissor);
/* Setup texture (index to descriptor heap table) to use for draw call */
texture_id = (UINT32)cmd->texture.id;
ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &texture_id, 0);
/* Dispatch draw call */
ID3D12GraphicsCommandList_DrawIndexedInstanced(command_list, (UINT)cmd->elem_count, 1, offset, 0, 0);
offset += cmd->elem_count;
}
}
/* Default nuklear context and command buffer clear */
nk_clear(&d3d12.ctx);
nk_buffer_clear(&d3d12.cmds);
}
static void
nk_d3d12_get_projection_matrix(int width, int height, float *result)
{
const float L = 0.0f;
const float R = (float)width;
const float T = 0.0f;
const float B = (float)height;
float matrix[4][4] =
{
{ 0.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 1.0f },
};
matrix[0][0] = 2.0f / (R - L);
matrix[1][1] = 2.0f / (T - B);
matrix[3][0] = (R + L) / (L - R);
matrix[3][1] = (T + B) / (B - T);
memcpy(result, matrix, sizeof(matrix));
}
NK_API void
nk_d3d12_resize(int width, int height)
{
D3D12_RANGE map_range;
void* ptr_data;
/* Describe area to be mapped (the upload buffer region where the constant buffer / projection matrix) lives */
map_range.Begin = 0;
map_range.End = sizeof(float) * 4 * 4;
/* Map area to cpu accassible pointer (from upload buffer) */
if (SUCCEEDED(ID3D12Resource_Map(d3d12.upload_buffer, 0, &map_range, &ptr_data)))
{
/* Compute projection matrix into upload buffer */
nk_d3d12_get_projection_matrix(width, height, (float*)ptr_data);
ID3D12Resource_Unmap(d3d12.upload_buffer, 0, &map_range);
/* Update internal viewport state to relect resize changes */
d3d12.viewport.Width = (float)width;
d3d12.viewport.Height = (float)height;
}
/*
NOTE:
When mapping and copying succeeds, the data will still be in CPU sided memory
copying to the GPU is done in the nk_d3d12_render function
*/
}
NK_API int
nk_d3d12_handle_event(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
switch (msg)
{
case WM_KEYDOWN:
case WM_KEYUP:
case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
{
int down = !((lparam >> 31) & 1);
int ctrl = GetKeyState(VK_CONTROL) & (1 << 15);
switch (wparam)
{
case VK_SHIFT:
case VK_LSHIFT:
case VK_RSHIFT:
nk_input_key(&d3d12.ctx, NK_KEY_SHIFT, down);
return 1;
case VK_DELETE:
nk_input_key(&d3d12.ctx, NK_KEY_DEL, down);
return 1;
case VK_RETURN:
nk_input_key(&d3d12.ctx, NK_KEY_ENTER, down);
return 1;
case VK_TAB:
nk_input_key(&d3d12.ctx, NK_KEY_TAB, down);
return 1;
case VK_LEFT:
if (ctrl)
nk_input_key(&d3d12.ctx, NK_KEY_TEXT_WORD_LEFT, down);
else
nk_input_key(&d3d12.ctx, NK_KEY_LEFT, down);
return 1;
case VK_RIGHT:
if (ctrl)
nk_input_key(&d3d12.ctx, NK_KEY_TEXT_WORD_RIGHT, down);
else
nk_input_key(&d3d12.ctx, NK_KEY_RIGHT, down);
return 1;
case VK_BACK:
nk_input_key(&d3d12.ctx, NK_KEY_BACKSPACE, down);
return 1;
case VK_HOME:
nk_input_key(&d3d12.ctx, NK_KEY_TEXT_START, down);
nk_input_key(&d3d12.ctx, NK_KEY_SCROLL_START, down);
return 1;
case VK_END:
nk_input_key(&d3d12.ctx, NK_KEY_TEXT_END, down);
nk_input_key(&d3d12.ctx, NK_KEY_SCROLL_END, down);
return 1;
case VK_NEXT:
nk_input_key(&d3d12.ctx, NK_KEY_SCROLL_DOWN, down);
return 1;
case VK_PRIOR:
nk_input_key(&d3d12.ctx, NK_KEY_SCROLL_UP, down);
return 1;
case 'C':
if (ctrl) {
nk_input_key(&d3d12.ctx, NK_KEY_COPY, down);
return 1;
}
break;
case 'V':
if (ctrl) {
nk_input_key(&d3d12.ctx, NK_KEY_PASTE, down);
return 1;
}
break;
case 'X':
if (ctrl) {
nk_input_key(&d3d12.ctx, NK_KEY_CUT, down);
return 1;
}
break;
case 'Z':
if (ctrl) {
nk_input_key(&d3d12.ctx, NK_KEY_TEXT_UNDO, down);
return 1;
}
break;
case 'R':
if (ctrl) {
nk_input_key(&d3d12.ctx, NK_KEY_TEXT_REDO, down);
return 1;
}
break;
}
return 0;
}
case WM_CHAR:
if (wparam >= 32)
{
nk_input_unicode(&d3d12.ctx, (nk_rune)wparam);
return 1;
}
break;
case WM_LBUTTONDOWN:
nk_input_button(&d3d12.ctx, NK_BUTTON_LEFT, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
SetCapture(wnd);
return 1;
case WM_LBUTTONUP:
nk_input_button(&d3d12.ctx, NK_BUTTON_DOUBLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
nk_input_button(&d3d12.ctx, NK_BUTTON_LEFT, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
ReleaseCapture();
return 1;
case WM_RBUTTONDOWN:
nk_input_button(&d3d12.ctx, NK_BUTTON_RIGHT, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
SetCapture(wnd);
return 1;
case WM_RBUTTONUP:
nk_input_button(&d3d12.ctx, NK_BUTTON_RIGHT, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
ReleaseCapture();
return 1;
case WM_MBUTTONDOWN:
nk_input_button(&d3d12.ctx, NK_BUTTON_MIDDLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
SetCapture(wnd);
return 1;
case WM_MBUTTONUP:
nk_input_button(&d3d12.ctx, NK_BUTTON_MIDDLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 0);
ReleaseCapture();
return 1;
case WM_MOUSEWHEEL:
nk_input_scroll(&d3d12.ctx, nk_vec2(0,(float)(short)HIWORD(wparam) / WHEEL_DELTA));
return 1;
case WM_MOUSEMOVE:
nk_input_motion(&d3d12.ctx, (short)LOWORD(lparam), (short)HIWORD(lparam));
return 1;
case WM_LBUTTONDBLCLK:
nk_input_button(&d3d12.ctx, NK_BUTTON_DOUBLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 1);
return 1;
}
return 0;
}
static void
nk_d3d12_clipboard_paste(nk_handle usr, struct nk_text_edit *edit)
{
(void)usr;
if (IsClipboardFormatAvailable(CF_UNICODETEXT) && OpenClipboard(NULL))
{
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HGLOBAL mem = GetClipboardData(CF_UNICODETEXT);
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if (mem)
{
SIZE_T size = GlobalSize(mem) - 1;
if (size)
{
LPCWSTR wstr = (LPCWSTR)GlobalLock(mem);
if (wstr)
{
int utf8size = WideCharToMultiByte(CP_UTF8, 0, wstr, size / sizeof(wchar_t), NULL, 0, NULL, NULL);
if (utf8size)
{
char* utf8 = (char*)malloc(utf8size);
if (utf8)
{
WideCharToMultiByte(CP_UTF8, 0, wstr, size / sizeof(wchar_t), utf8, utf8size, NULL, NULL);
nk_textedit_paste(edit, utf8, utf8size);
free(utf8);
}
}
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GlobalUnlock(mem);
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}
}
}
CloseClipboard();
}
}
static void
nk_d3d12_clipboard_copy(nk_handle usr, const char *text, int len)
{
(void)usr;
if (OpenClipboard(NULL))
{
int wsize = MultiByteToWideChar(CP_UTF8, 0, text, len, NULL, 0);
if (wsize)
{
HGLOBAL mem = GlobalAlloc(GMEM_MOVEABLE, (wsize + 1) * sizeof(wchar_t));
if (mem)
{
wchar_t* wstr = (wchar_t*)GlobalLock(mem);
if (wstr)
{
MultiByteToWideChar(CP_UTF8, 0, text, len, wstr, wsize);
wstr[wsize] = 0;
GlobalUnlock(mem);
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SetClipboardData(CF_UNICODETEXT, mem);
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}
}
}
CloseClipboard();
}
}
NK_API struct nk_context*
nk_d3d12_init(ID3D12Device *device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer, unsigned int max_user_textures)
{
HRESULT hr;
D3D12_CONSTANT_BUFFER_VIEW_DESC cbv;
D3D12_CPU_DESCRIPTOR_HANDLE cbv_handle;
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/* Do plain object / ref copys */
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d3d12.max_vertex_buffer = max_vertex_buffer;
d3d12.max_index_buffer = max_index_buffer;
d3d12.max_user_textures = max_user_textures;
d3d12.device = device;
ID3D12Device_AddRef(device);
d3d12.font_texture = NULL;
d3d12.font_upload_buffer = NULL;
/* Init nuklear context */
nk_init_default(&d3d12.ctx, 0);
d3d12.ctx.clip.copy = nk_d3d12_clipboard_copy;
d3d12.ctx.clip.paste = nk_d3d12_clipboard_paste;
d3d12.ctx.clip.userdata = nk_handle_ptr(0);
/* Init nuklear buffer */
nk_buffer_init_default(&d3d12.cmds);
/* Define Heap properties */
d3d12.heap_prop_default.Type = D3D12_HEAP_TYPE_DEFAULT;
d3d12.heap_prop_default.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
d3d12.heap_prop_default.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
d3d12.heap_prop_default.CreationNodeMask = 0;
d3d12.heap_prop_default.VisibleNodeMask = 0;
d3d12.heap_prop_upload.Type = D3D12_HEAP_TYPE_UPLOAD;
d3d12.heap_prop_upload.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
d3d12.heap_prop_upload.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
d3d12.heap_prop_upload.CreationNodeMask = 0;
d3d12.heap_prop_upload.VisibleNodeMask = 0;
/* Create data objects */
/* Create upload buffer */
{
D3D12_RESOURCE_DESC desc;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Width = (sizeof(float) * 4 * 4) + max_vertex_buffer + max_index_buffer; /* Needs to hold matrix + vertices + indicies */
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
hr = ID3D12Device_CreateCommittedResource(device, &d3d12.heap_prop_upload, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_SOURCE, NULL, &IID_ID3D12Resource, &d3d12.upload_buffer);
NK_ASSERT(SUCCEEDED(hr));
}
/* Create constant buffer */
{
D3D12_RESOURCE_DESC desc;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Width = 256; /* Should be sizeof(float) * 4 * 4 - but this does not match how d3d12 works (min CBV size of 256) */
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
hr = ID3D12Device_CreateCommittedResource(device, &d3d12.heap_prop_default, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, &d3d12.const_buffer);
NK_ASSERT(SUCCEEDED(hr));
}
/* Create vertex buffer */
{
D3D12_RESOURCE_DESC desc;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Width = max_vertex_buffer;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
hr = ID3D12Device_CreateCommittedResource(device, &d3d12.heap_prop_default, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, &d3d12.vertex_buffer);
NK_ASSERT(SUCCEEDED(hr));
}
/* Create index buffer */
{
D3D12_RESOURCE_DESC desc;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Width = max_index_buffer;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
hr = ID3D12Device_CreateCommittedResource(device, &d3d12.heap_prop_default, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, &d3d12.index_buffer);
NK_ASSERT(SUCCEEDED(hr));
}
/* Create descriptor heap for shader root signature */
{
D3D12_DESCRIPTOR_HEAP_DESC desc;
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
desc.NumDescriptors = 2 + max_user_textures;
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
desc.NodeMask = 0;
ID3D12Device_CreateDescriptorHeap(device, &desc, &IID_ID3D12DescriptorHeap, &d3d12.desc_heap);
}
/* Get address of first handle (CPU and GPU) */
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(d3d12.desc_heap, &d3d12.cpu_descriptor_handle);
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(d3d12.desc_heap, &d3d12.gpu_descriptor_handle);
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/* Get addresses of vertex & index buffers */
d3d12.gpu_vertex_buffer_address = ID3D12Resource_GetGPUVirtualAddress(d3d12.vertex_buffer);
d3d12.gpu_index_buffer_address = ID3D12Resource_GetGPUVirtualAddress(d3d12.index_buffer);
/* Get handle increment */
d3d12.cbv_srv_uav_desc_increment = ID3D12Device_GetDescriptorHandleIncrementSize(device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
/* Create view to constant buffer */
cbv.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(d3d12.const_buffer);
cbv.SizeInBytes = 256;
cbv_handle = d3d12.cpu_descriptor_handle;
ID3D12Device_CreateConstantBufferView(device, &cbv, cbv_handle);
/* Create root signature */
hr = ID3D12Device_CreateRootSignature(device, 0, nk_d3d12_vertex_shader, sizeof(nk_d3d12_vertex_shader), &IID_ID3D12RootSignature, &d3d12.root_signature);
NK_ASSERT(SUCCEEDED(hr));
/* Create pipeline state */
{
/* Describe input layout */
const D3D12_INPUT_ELEMENT_DESC layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, NK_OFFSETOF(struct nk_d3d12_vertex, position), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, NK_OFFSETOF(struct nk_d3d12_vertex, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, NK_OFFSETOF(struct nk_d3d12_vertex, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
/* Describe pipeline state */
D3D12_GRAPHICS_PIPELINE_STATE_DESC desc;
memset(&desc, 0, sizeof(desc));
desc.pRootSignature = d3d12.root_signature;
desc.VS.pShaderBytecode = nk_d3d12_vertex_shader;
desc.VS.BytecodeLength = sizeof(nk_d3d12_vertex_shader);
desc.PS.pShaderBytecode = nk_d3d12_pixel_shader;
desc.PS.BytecodeLength = sizeof(nk_d3d12_pixel_shader);
desc.BlendState.RenderTarget[0].BlendEnable = TRUE;
desc.BlendState.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
desc.BlendState.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
desc.BlendState.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
desc.BlendState.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.BlendState.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
desc.BlendState.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
desc.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
desc.SampleMask = UINT_MAX;
desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
desc.RasterizerState.CullMode= D3D12_CULL_MODE_NONE;
desc.RasterizerState.DepthClipEnable = TRUE;
desc.InputLayout.NumElements = _countof(layout);
desc.InputLayout.pInputElementDescs = layout;
desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
desc.NumRenderTargets = 1;
desc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM; /* NOTE: When using HDR rendering you might have a different framebuffer format */
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.NodeMask = 0;
/* Create PSO */
hr = ID3D12Device_CreateGraphicsPipelineState(device, &desc, &IID_ID3D12PipelineState, &d3d12.pipeline_state);
NK_ASSERT(SUCCEEDED(hr));
}
/* First time const buffer init */
nk_d3d12_resize(width, height);
/* viewport */
d3d12.viewport.TopLeftX = 0.0f;
d3d12.viewport.TopLeftY = 0.0f;
d3d12.viewport.Width = (float)width;
d3d12.viewport.Height = (float)height;
d3d12.viewport.MinDepth = 0.0f;
d3d12.viewport.MaxDepth = 1.0f;
return &d3d12.ctx;
}
NK_API void
nk_d3d12_font_stash_begin(struct nk_font_atlas **atlas)
{
/* Default nuklear font stash */
nk_font_atlas_init_default(&d3d12.atlas);
nk_font_atlas_begin(&d3d12.atlas);
*atlas = &d3d12.atlas;
}
NK_API void
nk_d3d12_font_stash_end(ID3D12GraphicsCommandList *command_list)
{
HRESULT hr;
D3D12_TEXTURE_COPY_LOCATION cpy_src, cpy_dest;
D3D12_BOX cpy_box;
D3D12_RESOURCE_BARRIER resource_barrier;
D3D12_SHADER_RESOURCE_VIEW_DESC srv_desc;
D3D12_CPU_DESCRIPTOR_HANDLE srv_handle;
const void *image;
void* ptr_data;
int w, h;
/* Bake nuklear font atlas */
image = nk_font_atlas_bake(&d3d12.atlas, &w, &h, NK_FONT_ATLAS_RGBA32);
NK_ASSERT(image);
/* Create font texture */
{
D3D12_RESOURCE_DESC desc;
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Width = w;
desc.Height = h;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
hr = ID3D12Device_CreateCommittedResource(d3d12.device, &d3d12.heap_prop_default, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &IID_ID3D12Resource, &d3d12.font_texture);
NK_ASSERT(SUCCEEDED(hr));
}
/* Create font upload buffer */
{
D3D12_RESOURCE_DESC desc;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT;
desc.Width = w * h * 4;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
hr = ID3D12Device_CreateCommittedResource(d3d12.device, &d3d12.heap_prop_upload, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_SOURCE, NULL, &IID_ID3D12Resource, &d3d12.font_upload_buffer);
NK_ASSERT(SUCCEEDED(hr));
}
/* Copy image data to upload buffer */
hr = ID3D12Resource_Map(d3d12.font_upload_buffer, 0, NULL, &ptr_data);
NK_ASSERT(SUCCEEDED(hr));
memcpy(ptr_data, image, w * h * 4);
ID3D12Resource_Unmap(d3d12.font_upload_buffer, 0, NULL);
/* Execute copy operation */
cpy_src.pResource = d3d12.font_upload_buffer;
cpy_src.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
cpy_src.PlacedFootprint.Offset = 0;
cpy_src.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
cpy_src.PlacedFootprint.Footprint.Width = w;
cpy_src.PlacedFootprint.Footprint.Height = h;
cpy_src.PlacedFootprint.Footprint.Depth = 1;
cpy_src.PlacedFootprint.Footprint.RowPitch = w * 4;
cpy_dest.pResource = d3d12.font_texture;
cpy_dest.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
cpy_dest.SubresourceIndex = 0;
cpy_box.top = 0;
cpy_box.left = 0;
cpy_box.back = 1;
cpy_box.bottom = h;
cpy_box.right = w;
cpy_box.front = 0;
ID3D12GraphicsCommandList_CopyTextureRegion(command_list, &cpy_dest, 0, 0, 0, &cpy_src, &cpy_box);
/* Bring texture in the right state for rendering */
resource_barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
resource_barrier.Transition.pResource = d3d12.font_texture;
resource_barrier.Transition.Subresource = 0;
resource_barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
resource_barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
resource_barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
ID3D12GraphicsCommandList_ResourceBarrier(command_list, 1, &resource_barrier);
/* Create the SRV for the font texture */
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srv_desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srv_desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srv_desc.Texture2D.MipLevels = 1;
srv_desc.Texture2D.MostDetailedMip = 0;
srv_desc.Texture2D.PlaneSlice = 0;
srv_desc.Texture2D.ResourceMinLODClamp = 0.0f;
srv_handle.ptr = d3d12.cpu_descriptor_handle.ptr + d3d12.cbv_srv_uav_desc_increment;
ID3D12Device_CreateShaderResourceView(d3d12.device, d3d12.font_texture, &srv_desc, srv_handle);
/* Done with nk atlas data. Atlas will be served with texture id 0 */
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nk_font_atlas_end(&d3d12.atlas, nk_handle_id(0), &d3d12.tex_null);
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/* Setup default font */
if (d3d12.atlas.default_font)
nk_style_set_font(&d3d12.ctx, &d3d12.atlas.default_font->handle);
}
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NK_API
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void nk_d3d12_font_stash_cleanup()
{
if(d3d12.font_upload_buffer)
{
ID3D12Resource_Release(d3d12.font_upload_buffer);
d3d12.font_upload_buffer = NULL;
}
}
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NK_API
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nk_bool nk_d3d12_set_user_texture(unsigned int index, ID3D12Resource* texture, const D3D12_SHADER_RESOURCE_VIEW_DESC* description, nk_handle* handle_out)
{
nk_bool result = nk_false;
if(index < d3d12.max_user_textures)
{
D3D12_CPU_DESCRIPTOR_HANDLE srv_handle;
/* Get handle to texture (0 - Const Buffer; 1 - Font Texture; 2 - First user texture) */
srv_handle.ptr = d3d12.cpu_descriptor_handle.ptr + ((2 + index) * d3d12.cbv_srv_uav_desc_increment);
/* Create SRV */
ID3D12Device_CreateShaderResourceView(d3d12.device, texture, description, srv_handle);
/* Set nk handle (0 - Font Texture; 1 - First user texture) */
*handle_out = nk_handle_id(1 + index);
result = nk_true;
}
return result;
}
NK_API
void nk_d3d12_shutdown(void)
{
/* Nuklear cleanup */
nk_font_atlas_clear(&d3d12.atlas);
nk_buffer_free(&d3d12.cmds);
nk_free(&d3d12.ctx);
/* DirectX 12 cleanup */
ID3D12Device_Release(d3d12.device);
ID3D12PipelineState_Release(d3d12.pipeline_state);
ID3D12RootSignature_Release(d3d12.root_signature);
ID3D12DescriptorHeap_Release(d3d12.desc_heap);
ID3D12Resource_Release(d3d12.upload_buffer);
ID3D12Resource_Release(d3d12.const_buffer);
ID3D12Resource_Release(d3d12.index_buffer);
ID3D12Resource_Release(d3d12.vertex_buffer);
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if(d3d12.font_texture)
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ID3D12Resource_Release(d3d12.font_texture);
if(d3d12.font_upload_buffer)
ID3D12Resource_Release(d3d12.font_upload_buffer);
}
#endif