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Add DirectComposition for DX12 backend (for transparency) #7462

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86 changes: 86 additions & 0 deletions backends/imgui_impl_dx12.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,10 @@
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif

#ifdef DCOMP
#include <dcomp.h>
#endif

// DirectX data
struct ImGui_ImplDX12_Data
{
Expand All @@ -69,6 +73,10 @@ struct ImGui_ImplDX12_Data
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;

#ifdef DCOMP
IDCompositionDevice* pDCompDevice;
#endif

ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); }
};

Expand Down Expand Up @@ -112,6 +120,11 @@ struct ImGui_ImplDX12_ViewportData
UINT NumFramesInFlight;
ImGui_ImplDX12_FrameContext* FrameCtx;

#ifdef DCOMP
IDCompositionVisual* DCompVisual;
IDCompositionTarget* DCompTarget;
#endif

// Render buffers
UINT FrameIndex;
ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers;
Expand Down Expand Up @@ -141,6 +154,11 @@ struct ImGui_ImplDX12_ViewportData
FrameRenderBuffers[i].VertexBufferSize = 5000;
FrameRenderBuffers[i].IndexBufferSize = 10000;
}

#ifdef DCOMP
DCompVisual = nullptr;
DCompTarget = nullptr;
#endif
}
~ImGui_ImplDX12_ViewportData()
{
Expand All @@ -156,6 +174,11 @@ struct ImGui_ImplDX12_ViewportData
IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr);
}

#ifdef DCOMP
IM_ASSERT(DCompVisual == nullptr);
IM_ASSERT(DCompTarget == nullptr);
#endif

delete[] FrameCtx; FrameCtx = nullptr;
delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr;
}
Expand Down Expand Up @@ -803,6 +826,20 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
return true;
}

#ifdef DCOMP
bool ImGui_ImplDX12_InitDComp(IDCompositionDevice* device) {
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData != nullptr && "InitDComp expects standard Init to have been called.");

io.BackendFlags |= ImGuiBackendFlags_RendererHasTransparentViewports;

ImGui_ImplDX12_Data* bd = (ImGui_ImplDX12_Data*)io.BackendRendererUserData;
bd->pDCompDevice = device;

return true;
}
#endif

void ImGui_ImplDX12_Shutdown()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
Expand Down Expand Up @@ -907,8 +944,48 @@ static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport)
IM_ASSERT(res == S_OK);

IDXGISwapChain1* swap_chain = nullptr;
#ifndef DCOMP
res = dxgi_factory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain);
IM_ASSERT(res == S_OK);
#else
IM_ASSERT(bd->pDCompDevice != nullptr && "Call ImGui_ImplDX12_InitDComp after ImGui_ImplDX12_Init.");

// Microsoft Learn:
// You must specify the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL value in the SwapEffect member of
// DXGI_SWAP_CHAIN_DESC1 because CreateSwapChainForComposition supports only flip presentation model.
sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;

// DXGI debug output:
// Composition SwapChains do not support the DXGI_ALPHA_MODE_STRAIGHT AlphaMode.
sd1.AlphaMode = DXGI_ALPHA_MODE_PREMULTIPLIED;

// DXGI debug output:
// Composition SwapChains only support the DXGI_SCALING_STRETCH Scaling.
sd1.Scaling = DXGI_SCALING_STRETCH;

res = dxgi_factory->CreateSwapChainForComposition(vd->CommandQueue, &sd1, nullptr, &swap_chain);
IM_ASSERT(res == S_OK);

// Turn a window into a DirectComposition draw target.
res = bd->pDCompDevice->CreateTargetForHwnd(hwnd, TRUE, &vd->DCompTarget);
IM_ASSERT(res == S_OK);

// Create a "Visual Object" that causes the contents of a window to change.
res = bd->pDCompDevice->CreateVisual(&vd->DCompVisual);
IM_ASSERT(res == S_OK);

// The visual must be added as a child of another visual, or as the root of a composition target,
// before it can affect the appearance of a window.
res = vd->DCompTarget->SetRoot(vd->DCompVisual);
IM_ASSERT(res == S_OK);

// Make the visual host a swap chain created from above.
res = vd->DCompVisual->SetContent(swap_chain);
IM_ASSERT(res == S_OK);

res = bd->pDCompDevice->Commit();
IM_ASSERT(res == S_OK);
#endif

dxgi_factory->Release();

Expand Down Expand Up @@ -981,6 +1058,11 @@ static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport)
::CloseHandle(vd->FenceEvent);
vd->FenceEvent = nullptr;

#ifdef DCOMP
SafeRelease(vd->DCompTarget);
SafeRelease(vd->DCompVisual);
#endif

for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
SafeRelease(vd->FrameCtx[i].RenderTarget);
Expand Down Expand Up @@ -1023,7 +1105,11 @@ static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*)
ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % bd->numFramesInFlight];
UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex();

#ifndef DCOMP
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
#else
const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 0.0f);
#endif
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
Expand Down
8 changes: 8 additions & 0 deletions backends/imgui_impl_dx12.h
Original file line number Diff line number Diff line change
Expand Up @@ -42,4 +42,12 @@ IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();

// Extras if you want transparent backgrounds on viewport windows.
#ifdef DCOMP
struct IDCompositionDevice;

// Call after calling ImGui_ImplDX12_Init.
IMGUI_IMPL_API bool ImGui_ImplDX12_InitDComp(IDCompositionDevice* device);
#endif

#endif // #ifndef IMGUI_DISABLE
6 changes: 6 additions & 0 deletions backends/imgui_impl_win32.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1013,6 +1013,12 @@ static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags fl

if (flags & ImGuiViewportFlags_TopMost)
*out_ex_style |= WS_EX_TOPMOST;

// "Redirection bitmap" can be understood as a copy of painted window content held by DWM.
// By making DWM not hold a copy, which happens to not support transparency, this enables using
// transparent window contents, without having to use uniform transparency for the whole window.
if (flags & ImGuiViewportFlags_TransparencySupport)
*out_ex_style |= WS_EX_NOREDIRECTIONBITMAP;
}

static HWND ImGui_ImplWin32_GetHwndFromViewportID(ImGuiID viewport_id)
Expand Down
24 changes: 23 additions & 1 deletion examples/example_win32_directx12/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -26,6 +26,11 @@
#pragma comment(lib, "dxguid.lib")
#endif

#ifdef DCOMP
#include <dcomp.h>
#pragma comment(lib, "dcomp.lib")
#endif

struct FrameContext
{
ID3D12CommandAllocator* CommandAllocator;
Expand All @@ -51,6 +56,10 @@ static HANDLE g_hSwapChainWaitableObject = nullptr;
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};

#ifdef DCOMP
static IDCompositionDevice* g_pDCompDevice = NULL;
#endif

// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
Expand All @@ -69,7 +78,7 @@ int main(int, char**)
::RegisterClassExW(&wc);
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);

// Initialize Direct3D
// Initialize Direct3D (and DComposition, if enabled)
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
Expand Down Expand Up @@ -111,6 +120,10 @@ int main(int, char**)
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());

#ifdef DCOMP
ImGui_ImplDX12_InitDComp(g_pDCompDevice);
#endif

// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
Expand Down Expand Up @@ -364,6 +377,11 @@ bool CreateDeviceD3D(HWND hWnd)
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
}

#ifdef DCOMP
if (DCompositionCreateDevice(NULL, IID_PPV_ARGS(&g_pDCompDevice)) != S_OK)
return false;
#endif

CreateRenderTarget();
return true;
}
Expand Down Expand Up @@ -391,6 +409,10 @@ void CleanupDeviceD3D()
pDebug->Release();
}
#endif

#ifdef DCOMP
if (g_pDCompDevice) { g_pDCompDevice->Release(); g_pDCompDevice = NULL; }
#endif
}

void CreateRenderTarget()
Expand Down
6 changes: 4 additions & 2 deletions imgui.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -6485,7 +6485,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
is_docking_transparent_payload = true;

ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
if (window->ViewportOwned)
if (window->ViewportOwned && !(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTransparentViewports))
{
bg_col |= IM_COL32_A_MASK; // No alpha
if (is_docking_transparent_payload)
Expand Down Expand Up @@ -15255,7 +15255,9 @@ void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_win
// We can also tell the backend that clearing the platform window won't be necessary,
// as our window background is filling the viewport and we have disabled BgAlpha.
// FIXME: Work on support for per-viewport transparency (#2766)
if (!(window_flags & ImGuiWindowFlags_NoBackground))
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTransparentViewports)
viewport_flags |= ImGuiViewportFlags_TransparencySupport;
else if (!(window_flags & ImGuiWindowFlags_NoBackground))
viewport_flags |= ImGuiViewportFlags_NoRendererClear;

window->Viewport->Flags = viewport_flags;
Expand Down
8 changes: 5 additions & 3 deletions imgui.h
Original file line number Diff line number Diff line change
Expand Up @@ -1559,7 +1559,8 @@ enum ImGuiBackendFlags_
// [BETA] Viewports
ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
ImGuiBackendFlags_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
ImGuiBackendFlags_RendererHasTransparentViewports = 1 << 13, // Backend Renderer supports transparent viewport content.
};

// Enumeration for PushStyleColor() / PopStyleColor()
Expand Down Expand Up @@ -3257,10 +3258,11 @@ enum ImGuiViewportFlags_
ImGuiViewportFlags_NoAutoMerge = 1 << 9, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
ImGuiViewportFlags_TopMost = 1 << 10, // Platform Window: Display on top (for tooltips only).
ImGuiViewportFlags_CanHostOtherWindows = 1 << 11, // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".
ImGuiViewportFlags_TransparencySupport = 1 << 12, // Platform Window: Transparent content should be handled by system.

// Output status flags (from Platform)
ImGuiViewportFlags_IsMinimized = 1 << 12, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_IsFocused = 1 << 13, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
ImGuiViewportFlags_IsMinimized = 1 << 13, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
ImGuiViewportFlags_IsFocused = 1 << 14, // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
};

// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
Expand Down