930 lines
36 KiB
C
930 lines
36 KiB
C
/*
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* Nuklear - 1.32.0 - public domain
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* no warrenty implied; use at your own risk.
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* authored from 2015-2016 by Micha Mettke
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*
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* D3D12 backend created by Ludwig Fuechsl (2022)
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*/
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/*
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* ==============================================================
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*
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* API
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*
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* ===============================================================
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*/
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#ifndef NK_D3D12_H_
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#define NK_D3D12_H_
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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/*
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* USAGE:
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* - 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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*/
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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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/*
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* USAGE:
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* - A call to this function prepares the global nuklear d3d12 backend for receiving font information’s. Use the obtained atlas pointer to load all required fonts and do all required font setup.
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*/
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NK_API void nk_d3d12_font_stash_begin(struct nk_font_atlas **atlas);
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/*
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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.
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* - 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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*/
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NK_API void nk_d3d12_font_stash_end(ID3D12GraphicsCommandList *command_list);
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/*
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* USAGE:
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* - This function will free temporary data that was allocated by nk_d3d12_font_stash_begin(...)
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* - Only call this function after the command list used in the nk_d3d12_font_stash_begin(...) function call has finished executing.
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* - It is NOT required to call this function but highly recommended.
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*/
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NK_API void nk_d3d12_font_stash_cleanup();
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/*
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* USAGE:
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* - This function will setup the supplied texture (ID3D12Resource) for rendering custom images using the supplied D3D12_SHADER_RESOURCE_VIEW_DESC.
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* - This function may override any previous calls to nk_d3d12_set_user_texture(...) while using the same index.
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* - The returned handle can be used as texture handle to render custom images.
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* - The caller must keep track of the state of the texture when it comes to rendering with nk_d3d12_render(...).
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*/
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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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/*
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* USAGE:
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* - This function should be called within the user window proc to allow nuklear to listen to window events
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*/
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NK_API int nk_d3d12_handle_event(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
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/*
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* USAGE:
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* - A call to this function renders any previous placed nuklear draw calls and will flush all nuklear buffers for the next frame
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* - This function will place commands on the supplied ID3D12GraphicsCommandList.
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* - 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.
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* - This function will upload data to the gpu (64 + max_vertex_buffer + max_index_buffer BYTES).
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*/
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NK_API void nk_d3d12_render(ID3D12GraphicsCommandList *command_list, enum nk_anti_aliasing AA);
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/*
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* USAGE:
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* - This function will notify nuklear that the framebuffer dimensions have changed.
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*/
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NK_API void nk_d3d12_resize(int width, int height);
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/*
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* USAGE:
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* - This function will free the global d3d12 rendering state.
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*/
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NK_API void nk_d3d12_shutdown(void);
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#endif
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/*
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* ==============================================================
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*
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* IMPLEMENTATION
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*
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* ===============================================================
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*/
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#ifdef NK_D3D12_IMPLEMENTATION
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#define WIN32_LEAN_AND_MEAN
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#define COBJMACROS
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#include <d3d12.h>
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#include <stdlib.h>
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#include <stddef.h>
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#include <string.h>
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#include <float.h>
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#include <assert.h>
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#include "nuklear_d3d12_vertex_shader.h"
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#include "nuklear_d3d12_pixel_shader.h"
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struct nk_d3d12_vertex
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{
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float position[2];
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float uv[2];
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nk_byte col[4];
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};
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static struct
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{
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struct nk_context ctx;
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struct nk_font_atlas atlas;
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struct nk_buffer cmds;
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struct nk_draw_null_texture tex_null;
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unsigned int max_vertex_buffer;
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unsigned int max_index_buffer;
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unsigned int max_user_textures;
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D3D12_HEAP_PROPERTIES heap_prop_default;
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D3D12_HEAP_PROPERTIES heap_prop_upload;
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UINT cbv_srv_uav_desc_increment;
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D3D12_VIEWPORT viewport;
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ID3D12Device *device;
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ID3D12RootSignature *root_signature;
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ID3D12PipelineState *pipeline_state;
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ID3D12DescriptorHeap *desc_heap;
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ID3D12Resource *font_texture;
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ID3D12Resource *font_upload_buffer;
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ID3D12Resource *upload_buffer;
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ID3D12Resource *const_buffer;
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ID3D12Resource *index_buffer;
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ID3D12Resource *vertex_buffer;
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D3D12_CPU_DESCRIPTOR_HANDLE cpu_descriptor_handle;
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D3D12_GPU_DESCRIPTOR_HANDLE gpu_descriptor_handle;
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D3D12_GPU_VIRTUAL_ADDRESS gpu_vertex_buffer_address;
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D3D12_GPU_VIRTUAL_ADDRESS gpu_index_buffer_address;
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} d3d12;
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NK_API void
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nk_d3d12_render(ID3D12GraphicsCommandList *command_list, enum nk_anti_aliasing AA)
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{
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HRESULT hr;
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#ifdef NK_UINT_DRAW_INDEX
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DXGI_FORMAT index_buffer_format = DXGI_FORMAT_R32_UINT;
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#else
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DXGI_FORMAT index_buffer_format = DXGI_FORMAT_R16_UINT;
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#endif
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const UINT stride = sizeof(struct nk_d3d12_vertex);
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const struct nk_draw_command *cmd;
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UINT offset = 0;
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D3D12_VERTEX_BUFFER_VIEW vertex_buffer_view;
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D3D12_INDEX_BUFFER_VIEW index_buffer_view;
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unsigned char* ptr_data;
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D3D12_RANGE map_range;
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D3D12_RESOURCE_BARRIER resource_barriers[3];
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/* Activate D3D12 pipeline state and config root signature */
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ID3D12GraphicsCommandList_SetPipelineState(command_list, d3d12.pipeline_state);
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ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, d3d12.root_signature);
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ID3D12GraphicsCommandList_SetDescriptorHeaps(command_list, 1, &d3d12.desc_heap);
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ID3D12GraphicsCommandList_SetGraphicsRootDescriptorTable(command_list, 0, d3d12.gpu_descriptor_handle);
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/* Configure rendering pipeline */
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ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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vertex_buffer_view.BufferLocation = d3d12.gpu_vertex_buffer_address;
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vertex_buffer_view.SizeInBytes = d3d12.max_vertex_buffer;
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vertex_buffer_view.StrideInBytes = stride;
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ID3D12GraphicsCommandList_IASetVertexBuffers(command_list, 0, 1, &vertex_buffer_view);
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index_buffer_view.BufferLocation = d3d12.gpu_index_buffer_address;
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index_buffer_view.Format = index_buffer_format;
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index_buffer_view.SizeInBytes = d3d12.max_index_buffer;
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ID3D12GraphicsCommandList_IASetIndexBuffer(command_list, &index_buffer_view);
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ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &d3d12.viewport);
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/* Map upload buffer to cpu accessible pointer */
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map_range.Begin = sizeof(float) * 4 * 4;
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map_range.End = map_range.Begin + d3d12.max_vertex_buffer + d3d12.max_index_buffer;
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hr = ID3D12Resource_Map(d3d12.upload_buffer, 0, &map_range, &ptr_data);
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NK_ASSERT(SUCCEEDED(hr));
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/* Nuklear convert and copy to upload buffer */
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{
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struct nk_convert_config config;
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NK_STORAGE const struct nk_draw_vertex_layout_element vertex_layout[] = {
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{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d12_vertex, position)},
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{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d12_vertex, uv)},
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{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_d3d12_vertex, col)},
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{NK_VERTEX_LAYOUT_END}
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};
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memset(&config, 0, sizeof(config));
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config.vertex_layout = vertex_layout;
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config.vertex_size = sizeof(struct nk_d3d12_vertex);
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config.vertex_alignment = NK_ALIGNOF(struct nk_d3d12_vertex);
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config.global_alpha = 1.0f;
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config.shape_AA = AA;
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config.line_AA = AA;
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config.circle_segment_count = 22;
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config.curve_segment_count = 22;
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config.arc_segment_count = 22;
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config.tex_null = d3d12.tex_null;
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struct nk_buffer vbuf, ibuf;
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nk_buffer_init_fixed(&vbuf, &ptr_data[sizeof(float) * 4 * 4], (size_t)d3d12.max_vertex_buffer);
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nk_buffer_init_fixed(&ibuf, &ptr_data[sizeof(float) * 4 * 4 + d3d12.max_vertex_buffer], (size_t)d3d12.max_index_buffer);
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nk_convert(&d3d12.ctx, &d3d12.cmds, &vbuf, &ibuf, &config);
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}
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/* Close mapping range */
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ID3D12Resource_Unmap(d3d12.upload_buffer, 0, &map_range);
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/* Issue GPU resource change for copying */
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resource_barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resource_barriers[0].Transition.pResource = d3d12.const_buffer;
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resource_barriers[0].Transition.Subresource = 0;
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resource_barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
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resource_barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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resource_barriers[0].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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resource_barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resource_barriers[1].Transition.pResource = d3d12.vertex_buffer;
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resource_barriers[1].Transition.Subresource = 0;
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resource_barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
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resource_barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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resource_barriers[1].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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resource_barriers[2].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resource_barriers[2].Transition.pResource = d3d12.index_buffer;
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resource_barriers[2].Transition.Subresource = 0;
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resource_barriers[2].Transition.StateBefore = D3D12_RESOURCE_STATE_INDEX_BUFFER;
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resource_barriers[2].Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST;
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resource_barriers[2].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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ID3D12GraphicsCommandList_ResourceBarrier(command_list, 3, resource_barriers);
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/* Copy from upload buffer to gpu buffers */
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ID3D12GraphicsCommandList_CopyBufferRegion(command_list, d3d12.const_buffer, 0, d3d12.upload_buffer, 0, sizeof(float) * 4 * 4);
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ID3D12GraphicsCommandList_CopyBufferRegion(command_list, d3d12.vertex_buffer, 0, d3d12.upload_buffer, sizeof(float) * 4 * 4, d3d12.max_vertex_buffer);
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ID3D12GraphicsCommandList_CopyBufferRegion(command_list, d3d12.index_buffer, 0, d3d12.upload_buffer, sizeof(float) * 4 * 4 + d3d12.max_vertex_buffer, d3d12.max_index_buffer);
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/* Issue GPU resource change for rendering */
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resource_barriers[0].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resource_barriers[0].Transition.pResource = d3d12.const_buffer;
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resource_barriers[0].Transition.Subresource = 0;
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resource_barriers[0].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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resource_barriers[0].Transition.StateAfter = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
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resource_barriers[0].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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resource_barriers[1].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resource_barriers[1].Transition.pResource = d3d12.vertex_buffer;
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resource_barriers[1].Transition.Subresource = 0;
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resource_barriers[1].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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resource_barriers[1].Transition.StateAfter = D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER;
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resource_barriers[1].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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resource_barriers[2].Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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resource_barriers[2].Transition.pResource = d3d12.index_buffer;
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resource_barriers[2].Transition.Subresource = 0;
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resource_barriers[2].Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
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resource_barriers[2].Transition.StateAfter = D3D12_RESOURCE_STATE_INDEX_BUFFER;
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resource_barriers[2].Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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ID3D12GraphicsCommandList_ResourceBarrier(command_list, 3, resource_barriers);
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/* Issue draw commands */
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nk_draw_foreach(cmd, &d3d12.ctx, &d3d12.cmds)
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{
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D3D12_RECT scissor;
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UINT32 texture_id;
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/* Only place a drawcall in case the command contains drawable data */
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if(cmd->elem_count)
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{
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/* Setup scissor rect */
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scissor.left = (LONG)cmd->clip_rect.x;
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scissor.right = (LONG)(cmd->clip_rect.x + cmd->clip_rect.w);
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scissor.top = (LONG)cmd->clip_rect.y;
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scissor.bottom = (LONG)(cmd->clip_rect.y + cmd->clip_rect.h);
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ID3D12GraphicsCommandList_RSSetScissorRects(command_list, 1, &scissor);
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/* Setup texture (index to descriptor heap table) to use for draw call */
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texture_id = (UINT32)cmd->texture.id;
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ID3D12GraphicsCommandList_SetGraphicsRoot32BitConstants(command_list, 1, 1, &texture_id, 0);
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/* Dispatch draw call */
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ID3D12GraphicsCommandList_DrawIndexedInstanced(command_list, (UINT)cmd->elem_count, 1, offset, 0, 0);
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offset += cmd->elem_count;
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}
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}
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/* Default nuklear context and command buffer clear */
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nk_clear(&d3d12.ctx);
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nk_buffer_clear(&d3d12.cmds);
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}
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static void
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nk_d3d12_get_projection_matrix(int width, int height, float *result)
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{
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const float L = 0.0f;
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const float R = (float)width;
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const float T = 0.0f;
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const float B = (float)height;
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float matrix[4][4] =
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{
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 1.0f },
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};
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matrix[0][0] = 2.0f / (R - L);
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matrix[1][1] = 2.0f / (T - B);
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matrix[3][0] = (R + L) / (L - R);
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matrix[3][1] = (T + B) / (B - T);
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memcpy(result, matrix, sizeof(matrix));
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}
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NK_API void
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nk_d3d12_resize(int width, int height)
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{
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D3D12_RANGE map_range;
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void* ptr_data;
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/* Describe area to be mapped (the upload buffer region where the constant buffer / projection matrix) lives */
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map_range.Begin = 0;
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map_range.End = sizeof(float) * 4 * 4;
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/* Map area to cpu accassible pointer (from upload buffer) */
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if (SUCCEEDED(ID3D12Resource_Map(d3d12.upload_buffer, 0, &map_range, &ptr_data)))
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{
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/* Compute projection matrix into upload buffer */
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nk_d3d12_get_projection_matrix(width, height, (float*)ptr_data);
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ID3D12Resource_Unmap(d3d12.upload_buffer, 0, &map_range);
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/* Update internal viewport state to relect resize changes */
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d3d12.viewport.Width = (float)width;
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d3d12.viewport.Height = (float)height;
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}
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/*
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NOTE:
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When mapping and copying succeeds, the data will still be in CPU sided memory
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copying to the GPU is done in the nk_d3d12_render function
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*/
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}
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NK_API int
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nk_d3d12_handle_event(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam)
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{
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switch (msg)
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{
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case WM_KEYDOWN:
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case WM_KEYUP:
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case WM_SYSKEYDOWN:
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case WM_SYSKEYUP:
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{
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int down = !((lparam >> 31) & 1);
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int ctrl = GetKeyState(VK_CONTROL) & (1 << 15);
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switch (wparam)
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{
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case VK_SHIFT:
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case VK_LSHIFT:
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case VK_RSHIFT:
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nk_input_key(&d3d12.ctx, NK_KEY_SHIFT, down);
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return 1;
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case VK_DELETE:
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nk_input_key(&d3d12.ctx, NK_KEY_DEL, down);
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return 1;
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case VK_RETURN:
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nk_input_key(&d3d12.ctx, NK_KEY_ENTER, down);
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return 1;
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case VK_TAB:
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nk_input_key(&d3d12.ctx, NK_KEY_TAB, down);
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return 1;
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case VK_LEFT:
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if (ctrl)
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nk_input_key(&d3d12.ctx, NK_KEY_TEXT_WORD_LEFT, down);
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else
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nk_input_key(&d3d12.ctx, NK_KEY_LEFT, down);
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return 1;
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case VK_RIGHT:
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if (ctrl)
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nk_input_key(&d3d12.ctx, NK_KEY_TEXT_WORD_RIGHT, down);
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else
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nk_input_key(&d3d12.ctx, NK_KEY_RIGHT, down);
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return 1;
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case VK_BACK:
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nk_input_key(&d3d12.ctx, NK_KEY_BACKSPACE, down);
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return 1;
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case VK_HOME:
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nk_input_key(&d3d12.ctx, NK_KEY_TEXT_START, down);
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nk_input_key(&d3d12.ctx, NK_KEY_SCROLL_START, down);
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return 1;
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case VK_END:
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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))
|
||
{
|
||
HGLOBAL mem = GetClipboardData(CF_UNICODETEXT);
|
||
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);
|
||
}
|
||
}
|
||
GlobalUnlock(mem);
|
||
}
|
||
}
|
||
}
|
||
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);
|
||
SetClipboardData(CF_UNICODETEXT, mem);
|
||
}
|
||
}
|
||
}
|
||
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;
|
||
|
||
/* Do plain object / ref copys */
|
||
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);
|
||
|
||
/* 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 */
|
||
nk_font_atlas_end(&d3d12.atlas, nk_handle_id(0), &d3d12.tex_null);
|
||
|
||
/* Setup default font */
|
||
if (d3d12.atlas.default_font)
|
||
nk_style_set_font(&d3d12.ctx, &d3d12.atlas.default_font->handle);
|
||
}
|
||
|
||
NK_API
|
||
void nk_d3d12_font_stash_cleanup()
|
||
{
|
||
if(d3d12.font_upload_buffer)
|
||
{
|
||
ID3D12Resource_Release(d3d12.font_upload_buffer);
|
||
d3d12.font_upload_buffer = NULL;
|
||
}
|
||
}
|
||
|
||
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)
|
||
{
|
||
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);
|
||
if(d3d12.font_texture)
|
||
ID3D12Resource_Release(d3d12.font_texture);
|
||
if(d3d12.font_upload_buffer)
|
||
ID3D12Resource_Release(d3d12.font_upload_buffer);
|
||
}
|
||
|
||
#endif
|