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Backends: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
+ minor tweaks to faciliate branch merging.
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@ -19,6 +19,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own.
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// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat.
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// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete).
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// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple.
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@ -64,6 +65,8 @@ struct ImGui_ImplDX12_Texture
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ID3D12Resource* pTextureResource;
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D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
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D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
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ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); }
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};
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struct ImGui_ImplDX12_Data
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@ -180,8 +183,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// FIXME: I'm assuming that this only gets called once per frame!
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// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
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// FIXME: We are assuming that this only gets called once per frame!
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ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
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bd->frameIndex = bd->frameIndex + 1;
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ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
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@ -352,11 +354,11 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
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D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
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UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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UINT uploadSize = height * uploadPitch;
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UINT upload_pitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
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UINT upload_size = height * upload_pitch;
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Alignment = 0;
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desc.Width = uploadSize;
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desc.Width = upload_size;
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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@ -376,26 +378,28 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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IM_ASSERT(SUCCEEDED(hr));
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void* mapped = nullptr;
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D3D12_RANGE range = { 0, uploadSize };
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D3D12_RANGE range = { 0, upload_size };
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hr = uploadBuffer->Map(0, &range, &mapped);
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IM_ASSERT(SUCCEEDED(hr));
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for (int y = 0; y < height; y++)
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memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
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memcpy((void*) ((uintptr_t) mapped + y * upload_pitch), pixels + y * width * 4, width * 4);
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uploadBuffer->Unmap(0, &range);
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D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
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D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
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{
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srcLocation.pResource = uploadBuffer;
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srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
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srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srcLocation.PlacedFootprint.Footprint.Width = width;
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srcLocation.PlacedFootprint.Footprint.Height = height;
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srcLocation.PlacedFootprint.Footprint.Depth = 1;
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srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
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srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch;
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D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
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dstLocation.pResource = pTexture;
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dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
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dstLocation.SubresourceIndex = 0;
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}
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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@ -412,15 +416,6 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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HANDLE event = ::CreateEvent(0, 0, 0, 0);
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IM_ASSERT(event != nullptr);
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D3D12_COMMAND_QUEUE_DESC queueDesc = {};
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queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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queueDesc.NodeMask = 1;
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ID3D12CommandQueue* cmdQueue = nullptr;
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hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
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IM_ASSERT(SUCCEEDED(hr));
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ID3D12CommandAllocator* cmdAlloc = nullptr;
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hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
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IM_ASSERT(SUCCEEDED(hr));
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@ -435,6 +430,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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hr = cmdList->Close();
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IM_ASSERT(SUCCEEDED(hr));
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ID3D12CommandQueue* cmdQueue = bd->InitInfo.CommandQueue;
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cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
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hr = cmdQueue->Signal(fence, 1);
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IM_ASSERT(SUCCEEDED(hr));
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@ -444,7 +440,6 @@ static void ImGui_ImplDX12_CreateFontsTexture()
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cmdList->Release();
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cmdAlloc->Release();
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cmdQueue->Release();
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::CloseHandle(event);
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fence->Release();
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uploadBuffer->Release();
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@ -707,11 +702,11 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
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if (!bd || !bd->pd3dDevice)
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return;
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ImGuiIO& io = ImGui::GetIO();
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SafeRelease(bd->pRootSignature);
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SafeRelease(bd->pPipelineState);
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// Free SRV descriptor used by texture
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture;
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bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle);
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SafeRelease(font_tex->pTextureResource);
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@ -43,6 +43,9 @@ Breaking changes:
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Other changes:
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- Backends: DirectX12: Texture upload use the command queue provided in
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ImGui_ImplDX12_InitInfo instead of creating its own.
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-----------------------------------------------------------------------
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VERSION 1.91.7 (Released 2025-01-14)
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@ -5086,6 +5086,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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}
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// Called once a frame. Followed by SetCurrentFont() which sets up the remaining data.
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// FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
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static void SetupDrawListSharedData()
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{
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ImGuiContext& g = *GImGui;
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