Vendor things

This commit is contained in:
John Doty 2024-03-08 11:03:01 -08:00
parent 5deceec006
commit 977e3c17e5
19434 changed files with 10682014 additions and 0 deletions

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@ -0,0 +1,990 @@
mod all_dxgi {
pub use winapi::shared::{
dxgi::*, dxgi1_2::*, dxgi1_3::*, dxgi1_4::*, dxgi1_6::*, dxgiformat::*, dxgitype::*,
};
}
use gpu_allocator::d3d12::ToWinapi;
use winapi::um::d3d12::*;
use winapi::um::d3dcommon::*;
use winapi::Interface;
use winapi::shared::winerror::FAILED;
use gpu_allocator::d3d12::{Allocation, AllocationCreateDesc, Allocator};
use gpu_allocator::MemoryLocation;
use super::transition_resource;
#[repr(C)]
#[derive(Clone, Copy)]
struct ImGuiCBuffer {
scale: [f32; 2],
translation: [f32; 2],
}
pub struct ImGuiRenderer {
root_signature: *mut ID3D12RootSignature,
pipeline: *mut ID3D12PipelineState,
vb_capacity: u64,
ib_capacity: u64,
vb_allocation: Allocation,
ib_allocation: Allocation,
vb_pointer: *mut u8,
ib_pointer: *mut u8,
vertex_buffer: *mut ID3D12Resource,
index_buffer: *mut ID3D12Resource,
cb_allocation: Allocation,
cb_pointer: *mut u8,
constant_buffer: *mut ID3D12Resource,
font_image: *mut ID3D12Resource,
font_image_memory: Allocation,
font_image_srv_index: usize,
font_image_upload_buffer: *mut ID3D12Resource,
font_image_upload_buffer_memory: Allocation,
}
impl ImGuiRenderer {
pub(crate) fn new(
imgui: &mut imgui::Context,
device: &mut ID3D12Device,
allocator: &mut Allocator,
descriptor_heap: &mut ID3D12DescriptorHeap,
descriptor_heap_counter: &mut usize,
cmd: &mut ID3D12GraphicsCommandList,
) -> Self {
let root_signature = {
let mut root_parameters = [
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_CBV,
ShaderVisibility: D3D12_SHADER_VISIBILITY_ALL,
..Default::default()
},
D3D12_ROOT_PARAMETER {
ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
ShaderVisibility: D3D12_SHADER_VISIBILITY_ALL,
..Default::default()
},
];
let ranges = [D3D12_DESCRIPTOR_RANGE {
RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
NumDescriptors: 1,
BaseShaderRegister: 2,
RegisterSpace: 0,
OffsetInDescriptorsFromTableStart: 0,
}];
unsafe {
root_parameters[0].u.Descriptor_mut().ShaderRegister = 0;
root_parameters[0].u.Descriptor_mut().RegisterSpace = 0;
root_parameters[1]
.u
.DescriptorTable_mut()
.NumDescriptorRanges = ranges.len() as u32;
root_parameters[1].u.DescriptorTable_mut().pDescriptorRanges = ranges.as_ptr();
}
let static_samplers = [D3D12_STATIC_SAMPLER_DESC {
Filter: D3D12_FILTER_MIN_MAG_MIP_LINEAR,
AddressU: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
AddressV: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
AddressW: D3D12_TEXTURE_ADDRESS_MODE_CLAMP,
MipLODBias: 0.0,
MaxAnisotropy: 0,
ComparisonFunc: D3D12_COMPARISON_FUNC_ALWAYS,
BorderColor: D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK,
MinLOD: 0.0,
MaxLOD: 0.0,
ShaderRegister: 1,
RegisterSpace: 0,
ShaderVisibility: D3D12_SHADER_VISIBILITY_ALL,
}];
let rsig_desc = D3D12_ROOT_SIGNATURE_DESC {
NumParameters: root_parameters.len() as u32,
pParameters: root_parameters.as_ptr(),
NumStaticSamplers: static_samplers.len() as u32,
pStaticSamplers: static_samplers.as_ptr(),
Flags: D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
};
let mut blob = std::ptr::null_mut();
let mut error_blob = std::ptr::null_mut();
let hr = unsafe {
D3D12SerializeRootSignature(
&rsig_desc,
D3D_ROOT_SIGNATURE_VERSION_1,
&mut blob,
&mut error_blob,
)
};
if FAILED(hr) {
let error = unsafe {
let error_blob = error_blob.as_ref().unwrap();
std::slice::from_raw_parts(
error_blob.GetBufferPointer() as *const u8,
error_blob.GetBufferSize(),
)
};
panic!(
"Failed to serialize root signature: '{}'. hr: {:#x}",
std::str::from_utf8(error).unwrap(),
hr
);
}
let blob = unsafe { blob.as_ref() }.unwrap();
let mut rsig = std::ptr::null_mut();
let hr = unsafe {
device.CreateRootSignature(
0,
blob.GetBufferPointer(),
blob.GetBufferSize(),
&ID3D12RootSignature::uuidof(),
<*mut *mut ID3D12RootSignature>::cast(&mut rsig),
)
};
if FAILED(hr) {
panic!("Failed to create root signature. hr: {:#x}", hr);
}
unsafe { rsig.as_mut() }.unwrap()
};
let pipeline = unsafe {
let vs = include_bytes!("./dxil/imgui.vs.dxil");
let ps = include_bytes!("./dxil/imgui.ps.dxil");
let input_elements = [
D3D12_INPUT_ELEMENT_DESC {
SemanticName: b"POSITION\0".as_ptr().cast(),
SemanticIndex: 0,
Format: all_dxgi::DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 0,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: b"TEXCOORD\0".as_ptr().cast(),
SemanticIndex: 0,
Format: all_dxgi::DXGI_FORMAT_R32G32_FLOAT,
InputSlot: 0,
AlignedByteOffset: 8,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
D3D12_INPUT_ELEMENT_DESC {
SemanticName: b"COLOR\0".as_ptr().cast(),
SemanticIndex: 0,
Format: all_dxgi::DXGI_FORMAT_R8G8B8A8_UNORM,
InputSlot: 0,
AlignedByteOffset: 16,
InputSlotClass: D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
InstanceDataStepRate: 0,
},
];
let desc = D3D12_GRAPHICS_PIPELINE_STATE_DESC {
pRootSignature: root_signature,
VS: D3D12_SHADER_BYTECODE {
pShaderBytecode: vs.as_ptr().cast(),
BytecodeLength: vs.len(),
},
PS: D3D12_SHADER_BYTECODE {
pShaderBytecode: ps.as_ptr().cast(),
BytecodeLength: ps.len(),
},
BlendState: D3D12_BLEND_DESC {
AlphaToCoverageEnable: 0,
IndependentBlendEnable: 0,
RenderTarget: [
D3D12_RENDER_TARGET_BLEND_DESC {
BlendEnable: 1,
LogicOpEnable: 0,
SrcBlend: D3D12_BLEND_SRC_ALPHA,
DestBlend: D3D12_BLEND_INV_SRC_ALPHA,
BlendOp: D3D12_BLEND_OP_ADD,
SrcBlendAlpha: D3D12_BLEND_ONE,
DestBlendAlpha: D3D12_BLEND_ZERO,
BlendOpAlpha: D3D12_BLEND_OP_ADD,
LogicOp: D3D12_LOGIC_OP_NOOP,
RenderTargetWriteMask: D3D12_COLOR_WRITE_ENABLE_ALL as u8,
},
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
D3D12_RENDER_TARGET_BLEND_DESC::default(),
],
},
SampleMask: !0u32,
RasterizerState: D3D12_RASTERIZER_DESC {
FillMode: D3D12_FILL_MODE_SOLID,
CullMode: D3D12_CULL_MODE_NONE,
FrontCounterClockwise: 0,
DepthBias: 0,
DepthBiasClamp: 0.0,
SlopeScaledDepthBias: 0.0,
DepthClipEnable: 0,
MultisampleEnable: 0,
AntialiasedLineEnable: 0,
ForcedSampleCount: 1,
ConservativeRaster: D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
},
DepthStencilState: D3D12_DEPTH_STENCIL_DESC {
DepthEnable: 0,
DepthWriteMask: D3D12_DEPTH_WRITE_MASK_ZERO,
DepthFunc: D3D12_COMPARISON_FUNC_ALWAYS,
StencilEnable: 0,
StencilReadMask: 0,
StencilWriteMask: 0,
FrontFace: D3D12_DEPTH_STENCILOP_DESC::default(),
BackFace: D3D12_DEPTH_STENCILOP_DESC::default(),
},
InputLayout: D3D12_INPUT_LAYOUT_DESC {
pInputElementDescs: input_elements.as_ptr(),
NumElements: input_elements.len() as u32,
},
PrimitiveTopologyType: D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
NumRenderTargets: 1,
RTVFormats: [
all_dxgi::DXGI_FORMAT_R8G8B8A8_UNORM,
all_dxgi::DXGI_FORMAT_UNKNOWN,
all_dxgi::DXGI_FORMAT_UNKNOWN,
all_dxgi::DXGI_FORMAT_UNKNOWN,
all_dxgi::DXGI_FORMAT_UNKNOWN,
all_dxgi::DXGI_FORMAT_UNKNOWN,
all_dxgi::DXGI_FORMAT_UNKNOWN,
all_dxgi::DXGI_FORMAT_UNKNOWN,
],
SampleDesc: all_dxgi::DXGI_SAMPLE_DESC {
Quality: 0,
Count: 1,
},
..Default::default()
};
let mut pipeline: *mut ID3D12PipelineState = std::ptr::null_mut();
let hr = device.CreateGraphicsPipelineState(
&desc,
&ID3D12PipelineState::uuidof(),
<*mut *mut ID3D12PipelineState>::cast(&mut pipeline),
);
if FAILED(hr) {
panic!("Failed to create imgui pipeline: {:#x}", hr);
}
pipeline.as_mut().unwrap()
};
let (
font_image,
font_image_memory,
font_image_srv_index,
font_image_upload_buffer,
font_image_upload_buffer_memory,
) = {
let fonts = imgui.fonts();
let font_atlas = fonts.build_rgba32_texture();
let desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_TEXTURE2D,
Alignment: 0,
Width: font_atlas.width as u64,
Height: font_atlas.height,
DepthOrArraySize: 1,
MipLevels: 1,
Format: all_dxgi::DXGI_FORMAT_R8G8B8A8_UNORM,
SampleDesc: all_dxgi::DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_UNKNOWN,
Flags: D3D12_RESOURCE_FLAG_NONE,
};
let font_image_memory = allocator
.allocate(&AllocationCreateDesc::from_winapi_d3d12_resource_desc(
device,
&desc,
"font_image",
MemoryLocation::GpuOnly,
))
.unwrap();
let font_image = unsafe {
let mut font_image: *mut ID3D12Resource = std::ptr::null_mut();
let hr = device.CreatePlacedResource(
font_image_memory.heap().as_winapi() as *mut _,
font_image_memory.offset(),
&desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
std::ptr::null(),
&ID3D12Resource::uuidof(),
<*mut *mut ID3D12Resource>::cast(&mut font_image),
);
if FAILED(hr) {
panic!("Failed to create font image. hr: {:#x}", hr);
}
font_image
};
//Create SRV
let srv_index = unsafe {
let srv_index = *descriptor_heap_counter;
*descriptor_heap_counter += 1;
let srv_size = device
.GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
as usize;
let desc_heap_handle = descriptor_heap.GetCPUDescriptorHandleForHeapStart();
let desc_heap_handle = D3D12_CPU_DESCRIPTOR_HANDLE {
ptr: desc_heap_handle.ptr + srv_index * srv_size,
};
const fn d3d12_encode_shader_4_component_mapping(
src0: u32,
src1: u32,
src2: u32,
src3: u32,
) -> u32 {
(src0 & D3D12_SHADER_COMPONENT_MAPPING_MASK)
| ((src1 & D3D12_SHADER_COMPONENT_MAPPING_MASK)
<< (D3D12_SHADER_COMPONENT_MAPPING_SHIFT))
| ((src2 & D3D12_SHADER_COMPONENT_MAPPING_MASK)
<< (D3D12_SHADER_COMPONENT_MAPPING_SHIFT * 2))
| ((src3 & D3D12_SHADER_COMPONENT_MAPPING_MASK)
<< (D3D12_SHADER_COMPONENT_MAPPING_SHIFT * 3))
| D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES
}
const fn d3d12_default_shader_4_component_mapping() -> u32 {
d3d12_encode_shader_4_component_mapping(0, 1, 2, 3)
}
let mut srv_desc = D3D12_SHADER_RESOURCE_VIEW_DESC {
Format: all_dxgi::DXGI_FORMAT_R8G8B8A8_UNORM,
ViewDimension: D3D12_SRV_DIMENSION_TEXTURE2D,
Shader4ComponentMapping: d3d12_default_shader_4_component_mapping(),
..Default::default()
};
srv_desc.u.Texture2D_mut().MostDetailedMip = 0;
srv_desc.u.Texture2D_mut().MipLevels = 1;
srv_desc.u.Texture2D_mut().PlaneSlice = 0;
srv_desc.u.Texture2D_mut().ResourceMinLODClamp = 0.0;
device.CreateShaderResourceView(font_image, &srv_desc, desc_heap_handle);
srv_index
};
let mut layouts = [D3D12_PLACED_SUBRESOURCE_FOOTPRINT::default()];
let mut num_rows: u32 = 0;
let mut row_size_in_bytes: u64 = 0;
let mut total_bytes: u64 = 0;
unsafe {
device.GetCopyableFootprints(
&font_image.as_ref().unwrap().GetDesc(),
0, // first sub
layouts.len() as u32, // num sub
0, // intermediate offset
layouts.as_mut_ptr(),
&mut num_rows,
&mut row_size_in_bytes,
&mut total_bytes,
)
};
// Create upload buffer
let (upload_buffer, upload_buffer_memory) = {
let desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: 0,
Width: total_bytes,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: all_dxgi::DXGI_FORMAT_UNKNOWN,
SampleDesc: all_dxgi::DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: D3D12_RESOURCE_FLAG_NONE,
};
let upload_buffer_memory = allocator
.allocate(&AllocationCreateDesc::from_winapi_d3d12_resource_desc(
device,
&desc,
"font_image upload buffer",
MemoryLocation::CpuToGpu,
))
.unwrap();
let mut upload_buffer: *mut ID3D12Resource = std::ptr::null_mut();
let hr = unsafe {
device.CreatePlacedResource(
upload_buffer_memory.heap().as_winapi() as *mut _,
upload_buffer_memory.offset(),
&desc,
D3D12_RESOURCE_STATE_GENERIC_READ,
std::ptr::null(),
&ID3D12Resource::uuidof(),
<*mut *mut ID3D12Resource>::cast(&mut upload_buffer),
)
};
if FAILED(hr) {
panic!("Failed to create font image upload buffer. hr: {:x}.", hr);
}
(upload_buffer, upload_buffer_memory)
};
unsafe {
let mut mapped_ptr = std::ptr::null_mut();
upload_buffer
.as_ref()
.unwrap()
.Map(0, std::ptr::null(), &mut mapped_ptr);
let mapped_ptr = mapped_ptr.cast::<u8>();
let layout = &layouts[0];
let mapped_ptr = mapped_ptr.add(layout.Offset as usize);
let source_ptr = font_atlas.data.as_ptr();
for y in 0..layout.Footprint.Height {
let mapped_ptr = mapped_ptr.add((y * layout.Footprint.RowPitch) as usize);
let source_ptr = source_ptr.add((y * font_atlas.width * 4) as usize);
std::ptr::copy_nonoverlapping(
source_ptr,
mapped_ptr,
(layout.Footprint.Width * 4) as usize,
);
}
upload_buffer.as_ref().unwrap().Unmap(0, std::ptr::null())
};
let mut dst = D3D12_TEXTURE_COPY_LOCATION {
pResource: font_image,
Type: D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
..Default::default()
};
unsafe { *dst.u.SubresourceIndex_mut() = 0 };
let mut src = D3D12_TEXTURE_COPY_LOCATION {
pResource: upload_buffer,
Type: D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT,
..Default::default()
};
unsafe { *src.u.PlacedFootprint_mut() = layouts[0] };
unsafe {
let barriers = [transition_resource(
font_image,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
D3D12_RESOURCE_STATE_COPY_DEST,
)];
cmd.ResourceBarrier(barriers.len() as u32, barriers.as_ptr());
cmd.CopyTextureRegion(&dst, 0, 0, 0, &src, std::ptr::null())
};
(
font_image,
font_image_memory,
srv_index,
upload_buffer,
upload_buffer_memory,
)
};
let (constant_buffer, cb_allocation, cb_pointer) = {
let desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: 0,
Width: std::mem::size_of::<ImGuiCBuffer>() as u64,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: all_dxgi::DXGI_FORMAT_UNKNOWN,
SampleDesc: all_dxgi::DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: D3D12_RESOURCE_FLAG_NONE,
};
let allocation = allocator
.allocate(&AllocationCreateDesc::from_winapi_d3d12_resource_desc(
device,
&desc,
"ImGui Constant buffer",
MemoryLocation::CpuToGpu,
))
.unwrap();
let mut buffer: *mut ID3D12Resource = std::ptr::null_mut();
let hr = unsafe {
device.CreatePlacedResource(
allocation.heap().as_winapi() as *mut _,
allocation.offset(),
&desc,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
std::ptr::null(),
&ID3D12Resource::uuidof(),
<*mut *mut ID3D12Resource>::cast(&mut buffer),
)
};
if FAILED(hr) {
panic!("Failed to create constant buffer. hr: {:x}.", hr);
}
let mut mapped_ptr: *mut u8 = std::ptr::null_mut();
unsafe {
buffer.as_ref().unwrap().Map(
0,
std::ptr::null(),
<*mut *mut u8>::cast(&mut mapped_ptr),
)
};
(buffer, allocation, mapped_ptr)
};
let vb_capacity = 1024 * 1024;
let (vertex_buffer, vb_allocation, vb_pointer) = {
let desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: 0,
Width: vb_capacity,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: all_dxgi::DXGI_FORMAT_UNKNOWN,
SampleDesc: all_dxgi::DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: D3D12_RESOURCE_FLAG_NONE,
};
let allocation = allocator
.allocate(&AllocationCreateDesc::from_winapi_d3d12_resource_desc(
device,
&desc,
"ImGui Vertex buffer",
MemoryLocation::CpuToGpu,
))
.unwrap();
let mut buffer: *mut ID3D12Resource = std::ptr::null_mut();
let hr = unsafe {
device.CreatePlacedResource(
allocation.heap().as_winapi() as *mut _,
allocation.offset(),
&desc,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
std::ptr::null(),
&ID3D12Resource::uuidof(),
<*mut *mut ID3D12Resource>::cast(&mut buffer),
)
};
if FAILED(hr) {
panic!("Failed to create vertex buffer. hr: {:x}.", hr);
}
let mut mapped_ptr: *mut u8 = std::ptr::null_mut();
unsafe {
buffer.as_ref().unwrap().Map(
0,
std::ptr::null(),
<*mut *mut u8>::cast(&mut mapped_ptr),
)
};
(buffer, allocation, mapped_ptr)
};
let ib_capacity = 1024 * 1024;
let (index_buffer, ib_allocation, ib_pointer) = {
let desc = D3D12_RESOURCE_DESC {
Dimension: D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: 0,
Width: ib_capacity,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: all_dxgi::DXGI_FORMAT_UNKNOWN,
SampleDesc: all_dxgi::DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: D3D12_RESOURCE_FLAG_NONE,
};
let allocation = allocator
.allocate(&AllocationCreateDesc::from_winapi_d3d12_resource_desc(
device,
&desc,
"ImGui Vertex buffer",
MemoryLocation::CpuToGpu,
))
.unwrap();
let mut buffer: *mut ID3D12Resource = std::ptr::null_mut();
let hr = unsafe {
device.CreatePlacedResource(
allocation.heap().as_winapi() as *mut _,
allocation.offset(),
&desc,
D3D12_RESOURCE_STATE_INDEX_BUFFER,
std::ptr::null(),
&ID3D12Resource::uuidof(),
<*mut *mut ID3D12Resource>::cast(&mut buffer),
)
};
if FAILED(hr) {
panic!("Failed to create vertex buffer. hr: {:x}.", hr);
}
let mut mapped_ptr: *mut u8 = std::ptr::null_mut();
unsafe {
buffer.as_ref().unwrap().Map(
0,
std::ptr::null(),
<*mut *mut u8>::cast(&mut mapped_ptr),
)
};
(buffer, allocation, mapped_ptr)
};
Self {
root_signature,
pipeline,
vb_capacity,
ib_capacity,
vb_allocation,
ib_allocation,
vb_pointer,
ib_pointer,
vertex_buffer,
index_buffer,
cb_allocation,
cb_pointer,
constant_buffer,
font_image,
font_image_memory,
font_image_srv_index,
font_image_upload_buffer,
font_image_upload_buffer_memory,
}
}
pub(crate) fn render(
&mut self,
imgui_draw_data: &imgui::DrawData,
device: &mut ID3D12Device,
window_width: u32,
window_height: u32,
descriptor_heap: &mut ID3D12DescriptorHeap,
cmd: &mut ID3D12GraphicsCommandList,
) {
// Update constant buffer
{
let left = imgui_draw_data.display_pos[0];
let right = imgui_draw_data.display_pos[0] + imgui_draw_data.display_size[0];
let top = imgui_draw_data.display_pos[1] + imgui_draw_data.display_size[1];
let bottom = imgui_draw_data.display_pos[1];
let cbuffer_data = ImGuiCBuffer {
scale: [(2.0 / (right - left)), (2.0 / (bottom - top))],
translation: [
(right + left) / (left - right),
(top + bottom) / (top - bottom),
],
};
unsafe { std::ptr::copy_nonoverlapping(&cbuffer_data, self.cb_pointer.cast(), 1) };
}
let (vtx_count, idx_count) =
imgui_draw_data
.draw_lists()
.fold((0, 0), |(vtx_count, idx_count), draw_list| {
(
vtx_count + draw_list.vtx_buffer().len(),
idx_count + draw_list.idx_buffer().len(),
)
});
let vtx_size = (vtx_count * std::mem::size_of::<imgui::DrawVert>()) as u64;
if vtx_size > self.vb_capacity {
// reallocate vertex buffer
todo!();
}
let idx_size = (idx_count * std::mem::size_of::<imgui::DrawIdx>()) as u64;
if idx_size > self.ib_capacity {
// reallocate index buffer
todo!();
}
let mut vb_offset = 0;
let mut ib_offset = 0;
unsafe {
let viewports = [D3D12_VIEWPORT {
TopLeftX: 0.0,
TopLeftY: 0.0,
Width: window_width as f32,
Height: window_height as f32,
MinDepth: 0.0,
MaxDepth: 1.0,
}];
cmd.RSSetViewports(viewports.len() as u32, viewports.as_ptr());
cmd.SetPipelineState(self.pipeline);
cmd.SetGraphicsRootSignature(self.root_signature);
cmd.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
{
let constant_buffer = self.constant_buffer.as_mut().unwrap();
let addr = constant_buffer.GetGPUVirtualAddress();
cmd.SetGraphicsRootConstantBufferView(0, addr);
}
{
let srv_stride =
device.GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
let heap_handle = descriptor_heap.GetGPUDescriptorHandleForHeapStart();
let heap_handle = D3D12_GPU_DESCRIPTOR_HANDLE {
ptr: heap_handle.ptr + srv_stride as u64 * self.font_image_srv_index as u64,
};
cmd.SetGraphicsRootDescriptorTable(1, heap_handle);
}
}
for draw_list in imgui_draw_data.draw_lists() {
let vertices = draw_list.vtx_buffer();
let indices = draw_list.idx_buffer();
let vbv = {
let vertex_buffer = unsafe { self.vertex_buffer.as_mut().unwrap() };
let stride = std::mem::size_of::<imgui::DrawVert>();
let address =
unsafe { vertex_buffer.GetGPUVirtualAddress() } + (vb_offset * stride) as u64;
D3D12_VERTEX_BUFFER_VIEW {
BufferLocation: address,
SizeInBytes: (vertices.len() * stride) as u32,
StrideInBytes: stride as u32,
}
};
let ibv = {
let index_buffer = unsafe { self.index_buffer.as_mut().unwrap() };
let stride = std::mem::size_of::<u16>();
let address =
unsafe { index_buffer.GetGPUVirtualAddress() } + (ib_offset * stride) as u64;
D3D12_INDEX_BUFFER_VIEW {
BufferLocation: address,
SizeInBytes: (indices.len() * stride) as u32,
Format: all_dxgi::DXGI_FORMAT_R16_UINT,
}
};
// Upload vertices
unsafe {
let stride = std::mem::size_of::<imgui::DrawVert>();
let dst_ptr = self
.vb_pointer
.add(vb_offset * stride)
.cast::<imgui::DrawVert>();
std::ptr::copy_nonoverlapping(vertices.as_ptr(), dst_ptr, vertices.len());
}
vb_offset += vertices.len();
// Upload indices
unsafe {
let stride = std::mem::size_of::<u16>();
let dst_ptr = self.ib_pointer.add(ib_offset * stride).cast();
std::ptr::copy_nonoverlapping(indices.as_ptr(), dst_ptr, indices.len());
}
ib_offset += indices.len();
unsafe {
cmd.IASetVertexBuffers(0, 1, &vbv);
cmd.IASetIndexBuffer(&ibv);
};
for command in draw_list.commands() {
match command {
imgui::DrawCmd::Elements { count, cmd_params } => {
let scissor_rect = D3D12_RECT {
left: cmd_params.clip_rect[0] as i32,
top: cmd_params.clip_rect[1] as i32,
right: cmd_params.clip_rect[2] as i32,
bottom: cmd_params.clip_rect[3] as i32,
};
unsafe {
cmd.RSSetScissorRects(1, &scissor_rect);
cmd.DrawIndexedInstanced(
count as u32,
1,
cmd_params.idx_offset as u32,
cmd_params.vtx_offset as i32,
0,
);
};
}
_ => todo!(),
}
}
}
}
pub(crate) fn destroy(self, allocator: &mut Allocator) {
unsafe { self.pipeline.as_ref().unwrap().Release() };
unsafe { self.font_image_upload_buffer.as_ref().unwrap().Release() };
unsafe { self.vertex_buffer.as_ref().unwrap().Release() };
unsafe { self.index_buffer.as_ref().unwrap().Release() };
unsafe { self.constant_buffer.as_ref().unwrap().Release() };
unsafe { self.font_image.as_ref().unwrap().Release() };
allocator
.free(self.font_image_upload_buffer_memory)
.unwrap();
allocator.free(self.vb_allocation).unwrap();
allocator.free(self.ib_allocation).unwrap();
allocator.free(self.cb_allocation).unwrap();
allocator.free(self.font_image_memory).unwrap();
}
}
pub(crate) fn handle_imgui_event(
io: &mut imgui::Io,
window: &winit::window::Window,
event: &winit::event::Event<'_, ()>,
) -> bool {
use winit::event::{
DeviceEvent, ElementState, Event, KeyboardInput, MouseButton, MouseScrollDelta, TouchPhase,
VirtualKeyCode, WindowEvent,
};
match event {
Event::WindowEvent { event, window_id } if *window_id == window.id() => match *event {
WindowEvent::Resized(physical_size) => {
io.display_size = [physical_size.width as f32, physical_size.height as f32];
false
}
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(key),
state,
..
},
..
} => {
let pressed = state == ElementState::Pressed;
io.keys_down[key as usize] = pressed;
match key {
VirtualKeyCode::LShift | VirtualKeyCode::RShift => io.key_shift = pressed,
VirtualKeyCode::LControl | VirtualKeyCode::RControl => io.key_ctrl = pressed,
VirtualKeyCode::LAlt | VirtualKeyCode::RAlt => io.key_alt = pressed,
VirtualKeyCode::LWin | VirtualKeyCode::RWin => io.key_super = pressed,
_ => (),
}
io.want_capture_keyboard
}
WindowEvent::ReceivedCharacter(ch) => {
io.add_input_character(ch);
io.want_capture_keyboard
}
WindowEvent::CursorMoved { position, .. } => {
io.mouse_pos = [position.x as f32, position.y as f32];
io.want_capture_mouse
}
WindowEvent::MouseWheel {
delta,
phase: TouchPhase::Moved,
..
} => {
match delta {
MouseScrollDelta::LineDelta(h, v) => {
io.mouse_wheel_h = h;
io.mouse_wheel = v;
}
MouseScrollDelta::PixelDelta(pos) => {
match pos.x.partial_cmp(&0.0) {
Some(std::cmp::Ordering::Greater) => io.mouse_wheel_h += 1.0,
Some(std::cmp::Ordering::Less) => io.mouse_wheel_h -= 1.0,
_ => (),
}
match pos.y.partial_cmp(&0.0) {
Some(std::cmp::Ordering::Greater) => io.mouse_wheel += 1.0,
Some(std::cmp::Ordering::Less) => io.mouse_wheel -= 1.0,
_ => (),
}
}
}
io.want_capture_mouse
}
WindowEvent::MouseInput { state, button, .. } => {
let pressed = state == ElementState::Pressed;
match button {
MouseButton::Left => io.mouse_down[0] = pressed,
MouseButton::Right => io.mouse_down[1] = pressed,
MouseButton::Middle => io.mouse_down[2] = pressed,
MouseButton::Other(idx @ 0..=4) => io.mouse_down[idx as usize] = pressed,
MouseButton::Other(_) => (),
}
io.want_capture_mouse
}
_ => false,
},
// Track key release events outside our window. If we don't do this,
// we might never see the release event if some other window gets focus.
Event::DeviceEvent {
event:
DeviceEvent::Key(KeyboardInput {
state: ElementState::Released,
virtual_keycode: Some(key),
..
}),
..
} => {
io.keys_down[*key as usize] = false;
match *key {
VirtualKeyCode::LShift | VirtualKeyCode::RShift => io.key_shift = false,
VirtualKeyCode::LControl | VirtualKeyCode::RControl => io.key_ctrl = false,
VirtualKeyCode::LAlt | VirtualKeyCode::RAlt => io.key_alt = false,
VirtualKeyCode::LWin | VirtualKeyCode::RWin => io.key_super = false,
_ => (),
}
io.want_capture_keyboard
}
_ => false,
}
}