From a8f409a84895fc7ab291ea7ca3eec555aa47cc37 Mon Sep 17 00:00:00 2001 From: omar Date: Wed, 16 Sep 2020 10:28:58 +0200 Subject: [PATCH] Examples: DX12: Enable breaking on any warning/error when debug interface is enabled. (#3462, #3472) + misc comments & minor fixes. --- docs/CHANGELOG.txt | 1 + examples/example_win32_directx12/main.cpp | 19 ++++++++++++++++--- imgui.h | 8 +++++--- imgui_demo.cpp | 11 +++++------ imgui_draw.cpp | 4 ++-- 5 files changed, 29 insertions(+), 14 deletions(-) diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 092bd0052..0ad6048e0 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -73,6 +73,7 @@ Other Changes: - Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO] - Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of "VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles] +- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled. - Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building on 32-bit systems. Added project to default Visual Studio solution file. (#301) diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 4a263916f..a2cd494ad 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -241,19 +241,32 @@ bool CreateDeviceD3D(HWND hWnd) sd.Stereo = FALSE; } + // [DEBUG] Enable debug interface #ifdef DX12_ENABLE_DEBUG_LAYER ID3D12Debug* pdx12Debug = NULL; if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug)))) - { pdx12Debug->EnableDebugLayer(); - pdx12Debug->Release(); - } #endif + // Create device D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) return false; + // [DEBUG] Setup debug interface to break on any warnings/errors +#ifdef DX12_ENABLE_DEBUG_LAYER + if (pdx12Debug != NULL) + { + ID3D12InfoQueue* pInfoQueue = NULL; + g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue)); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true); + pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true); + pInfoQueue->Release(); + pdx12Debug->Release(); + } +#endif + { D3D12_DESCRIPTOR_HEAP_DESC desc = {}; desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; diff --git a/imgui.h b/imgui.h index 98a65699d..d59bef309 100644 --- a/imgui.h +++ b/imgui.h @@ -887,13 +887,15 @@ enum ImGuiTreeNodeFlags_ // small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). enum ImGuiPopupFlags_ { ImGuiPopupFlags_None = 0, - ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranted to always be == 0 (same as ImGuiMouseButton_Left) - ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranted to always be == 1 (same as ImGuiMouseButton_Right) - ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranted to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) ImGuiPopupFlags_MouseButtonMask_ = 0x1F, ImGuiPopupFlags_MouseButtonDefault_ = 1, ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack diff --git a/imgui_demo.cpp b/imgui_demo.cpp index c7ab43109..f6bc7de49 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -854,7 +854,7 @@ static void ShowDemoWindowWidgets() ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); if (n == 0) ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); - if (n == 1) + else ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) @@ -953,7 +953,7 @@ static void ShowDemoWindowWidgets() int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left - ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32 / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) @@ -982,7 +982,7 @@ static void ShowDemoWindowWidgets() // stored in the object itself, etc.) const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; static int item_current_idx = 0; // Here our selection data is an index. - const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically could be anything)( + const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically it could be anything) if (ImGui::BeginCombo("combo 1", combo_label, flags)) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) @@ -4939,16 +4939,15 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) const float DISTANCE = 10.0f; static int corner = 0; ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (corner != -1) { + window_flags |= ImGuiWindowFlags_NoMove; ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE); ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); } ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; - if (corner != -1) - window_flags |= ImGuiWindowFlags_NoMove; if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) { ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 2f87366a7..80d8d6173 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -339,7 +339,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) } //----------------------------------------------------------------------------- -// ImDrawList +// [SECTION] ImDrawList //----------------------------------------------------------------------------- ImDrawListSharedData::ImDrawListSharedData() @@ -1405,7 +1405,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi //----------------------------------------------------------------------------- -// ImDrawListSplitter +// [SECTION] ImDrawListSplitter //----------------------------------------------------------------------------- // FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. //-----------------------------------------------------------------------------