Backend: DX12: Amend 899e485. Fix memory leaks. Remove unused variable. (#2851)
(cherry picked from commit 39e2db6d94c295e7468c6a5fb39d247c641fb123)
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@ -3,8 +3,9 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Multi-viewport.
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// Missing features, issues:
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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@ -45,8 +46,8 @@ static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
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static ID3D12Resource* g_pFontTextureResource = NULL;
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static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
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static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
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static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
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static UINT g_numFramesInFlight = 0;
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struct FrameResources
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{
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@ -56,12 +57,9 @@ struct FrameResources
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int VertexBufferSize;
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};
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static UINT g_numFramesInFlight = 0;
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struct FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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UINT64 FenceValue;
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ID3D12Resource* RenderTarget;
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D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors;
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};
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@ -70,7 +68,6 @@ struct ImGuiViewportDataDx12
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{
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ID3D12CommandQueue* CommandQueue;
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ID3D12GraphicsCommandList* CommandList;
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ID3D12DescriptorHeap* RtvDescHeap;
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IDXGISwapChain3* SwapChain;
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@ -78,23 +75,21 @@ struct ImGuiViewportDataDx12
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UINT64 FenceSignaledValue;
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HANDLE FenceEvent;
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UINT FrameIndex;
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FrameContext* FrameCtx;
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FrameResources* Resources;
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UINT FrameIndex;
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ImGuiViewportDataDx12()
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{
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CommandQueue = NULL;
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CommandList = NULL;
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RtvDescHeap = NULL;
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SwapChain = NULL;
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FenceSignaledValue = 0;
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Fence = NULL;
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FenceSignaledValue = 0;
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FenceEvent = NULL;
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FrameIndex = UINT_MAX;
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FrameCtx = new FrameContext[g_numFramesInFlight];
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Resources = new FrameResources[g_numFramesInFlight];
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@ -109,7 +104,6 @@ struct ImGuiViewportDataDx12
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Resources[i].VertexBufferSize = 5000;
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Resources[i].IndexBufferSize = 10000;
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}
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}
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~ImGuiViewportDataDx12()
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{
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@ -130,6 +124,14 @@ struct ImGuiViewportDataDx12
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}
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};
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template<typename T>
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static void SafeRelease(T*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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@ -209,7 +211,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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// Create and grow vertex/index buffers if needed
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if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
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SafeRelease(fr->VertexBuffer);
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fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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@ -232,7 +234,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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}
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if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
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SafeRelease(fr->IndexBuffer);
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fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D12_HEAP_PROPERTIES props;
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memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
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@ -452,8 +454,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
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if (g_pFontTextureResource != NULL)
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g_pFontTextureResource->Release();
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SafeRelease(g_pFontTextureResource);
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g_pFontTextureResource = pTexture;
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}
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@ -665,12 +666,14 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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if (!g_pd3dDevice)
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return;
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SafeRelease(g_pVertexShaderBlob);
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SafeRelease(g_pPixelShaderBlob);
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SafeRelease(g_pRootSignature);
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SafeRelease(g_pPipelineState);
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SafeRelease(g_pFontTextureResource);
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ImGuiIO& io = ImGui::GetIO();
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if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
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if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
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if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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}
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bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
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@ -690,7 +693,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
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g_pd3dSrvDescHeap = cbv_srv_heap;
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ImGuiViewport* main_viewport = ImGui::GetMainViewport();
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main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12);
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main_viewport->RendererUserData = IM_NEW(ImGuiViewportDataDx12)();
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// Setup back-end capabilities flags
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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@ -770,6 +773,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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IM_ASSERT(data->FenceEvent != NULL);
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// Create swap chain
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// FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application.
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DXGI_SWAP_CHAIN_DESC1 sd1;
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ZeroMemory(&sd1, sizeof(sd1));
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sd1.BufferCount = g_numFramesInFlight;
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@ -799,6 +803,7 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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// Or swapChain.As(&mSwapChain)
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swap_chain->QueryInterface(IID_PPV_ARGS(&data->SwapChain));
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swap_chain->Release();
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// Create the render targets
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if (data->SwapChain)
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@ -830,19 +835,11 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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{
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if (data->Resources[i].IndexBuffer) { data->Resources[i].VertexBuffer->Release(); data->Resources[i].IndexBuffer = NULL; }
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if (data->Resources[i].VertexBuffer) { data->Resources[i].VertexBuffer->Release(); data->Resources[i].VertexBuffer = NULL; }
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SafeRelease(data->Resources[i].IndexBuffer);
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SafeRelease(data->Resources[i].VertexBuffer);
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}
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}
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template<typename D12Resource>
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void SafeRelease(D12Resource*& res)
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{
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if (res)
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res->Release();
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res = NULL;
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}
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static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
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@ -853,7 +850,8 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
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SafeRelease(data->SwapChain);
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SafeRelease(data->RtvDescHeap);
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SafeRelease(data->Fence);
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CloseHandle(data->FenceEvent); data->FenceEvent = NULL;
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::CloseHandle(data->FenceEvent);
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data->FenceEvent = NULL;
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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{
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@ -873,9 +871,7 @@ static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
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ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
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for (UINT i = 0; i < g_numFramesInFlight; i++)
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{
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SafeRelease(data->FrameCtx[i].RenderTarget);
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}
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if (data->SwapChain)
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{
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@ -894,12 +890,10 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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{
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ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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//--
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FrameContext* frame_context = &data->FrameCtx[data->FrameIndex % g_numFramesInFlight];
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UINT back_buffer_idx = data->SwapChain->GetCurrentBackBufferIndex();
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const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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@ -908,7 +902,7 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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//-- draw
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// Draw
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ID3D12GraphicsCommandList* cmd_list = data->CommandList;
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frame_context->CommandAllocator->Reset();
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@ -926,11 +920,8 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
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cmd_list->ResourceBarrier(1, &barrier);
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cmd_list->Close();
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//--
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data->CommandQueue->Wait(data->Fence, data->FenceSignaledValue);
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//--
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data->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list);
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//--
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data->CommandQueue->Signal(data->Fence, ++data->FenceSignaledValue);
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}
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@ -939,11 +930,8 @@ static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*)
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ImGuiViewportDataDx12* data = (ImGuiViewportDataDx12*)viewport->RendererUserData;
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data->SwapChain->Present(0, 0);
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while (data->Fence->GetCompletedValue() < data->FenceSignaledValue)
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{
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SwitchToThread();
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}
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::SwitchToThread();
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}
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void ImGui_ImplDX12_InitPlatformInterface()
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@ -3,8 +3,8 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// [X] Renderer: Multi-viewport.
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// Missing features, issues:
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// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
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