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Ordering them before the imports in the same file was not enough: a project header on line 1 can import a module several levels down whose global module fragment already pulled in the same standard header, and that include guard does not cross the module boundary. Putting them first means the guard is set before anything can import. Skips vendored single-header libraries and anything inside an #if.
410 lines
13 KiB
C++
410 lines
13 KiB
C++
/*
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* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/*
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License for Dear ImGui
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Copyright (c) 2014-2019 Omar Cornut
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <cstdint>
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#include <stddef.h>
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#include <imgui.h>
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#include <nvrhi/nvrhi.h>
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#include "imgui_nvrhi.h"
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#include "nvrendererbackend.h"
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#include "config.h"
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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struct ImguiPushConstants {
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glm::vec2 m_inv_display_size;
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float m_ui_nits;
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MaConfig::MaTonemapType m_tonemap_function;
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};
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bool ImGui_NVRHI::createFontTexture(nvrhi::ICommandList* commandList)
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{
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ImGuiIO& io = ImGui::GetIO();
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unsigned char *pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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{
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nvrhi::TextureDesc desc;
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desc.width = width;
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desc.height = height;
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desc.format = nvrhi::Format::RGBA8_UNORM;
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desc.debugName = "ImGui font texture";
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fontTexture = renderer->createTexture(desc);
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commandList->beginTrackingTextureState(fontTexture, nvrhi::AllSubresources, nvrhi::ResourceStates::Common);
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if (fontTexture == nullptr)
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return false;
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commandList->writeTexture(fontTexture, 0, 0, pixels, width * 4);
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commandList->setPermanentTextureState(fontTexture, nvrhi::ResourceStates::ShaderResource);
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commandList->commitBarriers();
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io.Fonts->TexID = fontTexture;
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}
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{
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const auto desc = nvrhi::SamplerDesc()
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.setAllAddressModes(nvrhi::SamplerAddressMode::Wrap)
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.setAllFilters(true);
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fontSampler = renderer->createSampler(desc);
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if (fontSampler == nullptr)
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return false;
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}
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return true;
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}
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bool ImGui_NVRHI::init(NvRendererBackend *backend)
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{
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this->renderer = renderer;
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m_commandList = renderer->createCommandList();
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m_commandList->open();
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vertexShader = backend->CreateShader("imgui_vertex", nvrhi::ShaderType::Vertex);
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if (vertexShader == nullptr)
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{
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printf("error creating NVRHI vertex shader object\n");
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assert(0);
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return false;
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}
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pixelShader = backend->CreateShader("imgui_pixel", nvrhi::ShaderType::Pixel);
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if (pixelShader == nullptr)
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{
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printf("error creating NVRHI pixel shader object\n");
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assert(0);
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return false;
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}
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// create attribute layout object
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nvrhi::VertexAttributeDesc vertexAttribLayout[] = {
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{ "POSITION", nvrhi::Format::RG32_FLOAT, 1, 0, offsetof(ImDrawVert,pos), sizeof(ImDrawVert), false },
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{ "TEXCOORD", nvrhi::Format::RG32_FLOAT, 1, 0, offsetof(ImDrawVert,uv), sizeof(ImDrawVert), false },
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{ "COLOR", nvrhi::Format::RGBA8_UNORM, 1, 0, offsetof(ImDrawVert,col), sizeof(ImDrawVert), false },
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};
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shaderAttribLayout = renderer->createInputLayout(vertexAttribLayout, sizeof(vertexAttribLayout) / sizeof(vertexAttribLayout[0]), vertexShader);
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// add the default font - before creating the font texture
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auto& io = ImGui::GetIO();
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io.Fonts->AddFontDefault();
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// create font texture
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if (!createFontTexture(m_commandList))
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{
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return false;
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}
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// create PSO
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{
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nvrhi::BlendState blendState;
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blendState.targets[0].setBlendEnable(true)
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.setSrcBlend(nvrhi::BlendFactor::SrcAlpha)
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.setDestBlend(nvrhi::BlendFactor::InvSrcAlpha)
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.setSrcBlendAlpha(nvrhi::BlendFactor::InvSrcAlpha)
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.setDestBlendAlpha(nvrhi::BlendFactor::Zero);
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auto rasterState = nvrhi::RasterState()
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.setFillSolid()
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.setCullNone()
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.setScissorEnable(true)
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.setDepthClipEnable(true);
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auto depthStencilState = nvrhi::DepthStencilState()
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.disableDepthTest()
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.enableDepthWrite()
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.disableStencil()
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.setDepthFunc(nvrhi::ComparisonFunc::Always);
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nvrhi::RenderState renderState;
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renderState.blendState = blendState;
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renderState.depthStencilState = depthStencilState;
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renderState.rasterState = rasterState;
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nvrhi::BindingLayoutDesc layoutDesc;
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layoutDesc.visibility = nvrhi::ShaderType::All;
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layoutDesc.bindings = {
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nvrhi::BindingLayoutItem::PushConstants(0, sizeof(ImguiPushConstants)),
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nvrhi::BindingLayoutItem::Texture_SRV(0),
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nvrhi::BindingLayoutItem::Sampler(0)
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};
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bindingLayout = renderer->createBindingLayout(layoutDesc);
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basePSODesc.primType = nvrhi::PrimitiveType::TriangleList;
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basePSODesc.inputLayout = shaderAttribLayout;
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basePSODesc.VS = vertexShader;
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basePSODesc.PS = pixelShader;
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basePSODesc.renderState = renderState;
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basePSODesc.bindingLayouts = { bindingLayout };
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}
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m_commandList->close();
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renderer->executeCommandList(m_commandList);
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return true;
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}
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bool ImGui_NVRHI::reallocateBuffer(nvrhi::BufferHandle& buffer, size_t requiredSize, size_t reallocateSize, const bool indexBuffer)
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{
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if (buffer == nullptr || size_t(buffer->getDesc().byteSize) < requiredSize)
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{
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nvrhi::BufferDesc desc;
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desc.byteSize = uint32_t(reallocateSize);
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desc.structStride = 0;
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desc.debugName = indexBuffer ? "ImGui index buffer" : "ImGui vertex buffer";
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desc.canHaveUAVs = false;
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desc.isVertexBuffer = !indexBuffer;
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desc.isIndexBuffer = indexBuffer;
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desc.isDrawIndirectArgs = false;
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desc.isVolatile = false;
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desc.initialState = indexBuffer ? nvrhi::ResourceStates::IndexBuffer : nvrhi::ResourceStates::VertexBuffer;
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desc.keepInitialState = true;
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buffer = renderer->createBuffer(desc);
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if (!buffer)
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{
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return false;
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}
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}
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return true;
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}
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bool ImGui_NVRHI::beginFrame()
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{
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return true;
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}
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nvrhi::IGraphicsPipeline* ImGui_NVRHI::getPSO(nvrhi::IFramebuffer* fb)
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{
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if (pso)
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return pso;
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pso = renderer->createGraphicsPipeline(basePSODesc, fb);
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assert(pso);
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return pso;
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}
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nvrhi::IBindingSet* ImGui_NVRHI::getBindingSet(void* handle)
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{
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nvrhi::ITexture* texture = reinterpret_cast<nvrhi::ITexture*>(handle);
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auto iter = bindingsCache.find(texture);
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if (iter != bindingsCache.end())
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{
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return iter->second;
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}
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nvrhi::BindingSetDesc desc;
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desc.bindings = {
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nvrhi::BindingSetItem::PushConstants(0, sizeof(ImguiPushConstants)),
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nvrhi::BindingSetItem::Texture_SRV(0, texture),
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nvrhi::BindingSetItem::Sampler(0, fontSampler)
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};
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nvrhi::BindingSetHandle binding;
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binding = renderer->createBindingSet(desc, bindingLayout);
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assert(binding);
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bindingsCache[texture] = binding;
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return binding;
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}
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bool ImGui_NVRHI::updateGeometry(nvrhi::ICommandList* commandList)
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{
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ImDrawData *drawData = ImGui::GetDrawData();
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// create/resize vertex and index buffers if needed
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if (!reallocateBuffer(vertexBuffer,
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drawData->TotalVtxCount * sizeof(ImDrawVert),
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(drawData->TotalVtxCount + 5000) * sizeof(ImDrawVert),
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false))
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{
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return false;
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}
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if (!reallocateBuffer(indexBuffer,
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drawData->TotalIdxCount * sizeof(ImDrawIdx),
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(drawData->TotalIdxCount + 5000) * sizeof(ImDrawIdx),
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true))
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{
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return false;
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}
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vtxBuffer.resize(vertexBuffer->getDesc().byteSize / sizeof(ImDrawVert));
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idxBuffer.resize(indexBuffer->getDesc().byteSize / sizeof(ImDrawIdx));
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// copy and convert all vertices into a single contiguous buffer
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ImDrawVert *vtxDst = &vtxBuffer[0];
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ImDrawIdx *idxDst = &idxBuffer[0];
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for(int n = 0; n < drawData->CmdListsCount; n++)
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{
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const ImDrawList *cmdList = drawData->CmdLists[n];
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memcpy(vtxDst, cmdList->VtxBuffer.Data, cmdList->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idxDst, cmdList->IdxBuffer.Data, cmdList->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtxDst += cmdList->VtxBuffer.Size;
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idxDst += cmdList->IdxBuffer.Size;
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}
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commandList->writeBuffer(vertexBuffer, &vtxBuffer[0], vertexBuffer->getDesc().byteSize);
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commandList->writeBuffer(indexBuffer, &idxBuffer[0], indexBuffer->getDesc().byteSize);
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return true;
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}
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bool ImGui_NVRHI::render(nvrhi::IFramebuffer* framebuffer)
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{
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ImDrawData *drawData = ImGui::GetDrawData();
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const auto& io = ImGui::GetIO();
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m_commandList->open();
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m_commandList->beginMarker("ImGUI");
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if (!updateGeometry(m_commandList))
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{
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return false;
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}
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// handle DPI scaling
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drawData->ScaleClipRects(io.DisplayFramebufferScale);
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ImguiPushConstants push_constants{};
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push_constants.m_inv_display_size = {1.f / io.DisplaySize.x, 1.f / io.DisplaySize.y};
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push_constants.m_ui_nits = NvRenderer::Config()->m_display.GetHDRConfig().m_ui_nits;
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push_constants.m_tonemap_function = NvRenderer::Config()->m_display.GetHDRConfig().m_tonemap_function;
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// set up graphics state
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nvrhi::GraphicsState drawState;
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drawState.framebuffer = framebuffer;
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assert(drawState.framebuffer);
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drawState.pipeline = getPSO(drawState.framebuffer);
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drawState.viewport.viewports.push_back(nvrhi::Viewport(io.DisplaySize.x * io.DisplayFramebufferScale.x,
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io.DisplaySize.y * io.DisplayFramebufferScale.y));
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drawState.viewport.scissorRects.resize(1); // updated below
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nvrhi::VertexBufferBinding vbufBinding;
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vbufBinding.buffer = vertexBuffer;
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vbufBinding.slot = 0;
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vbufBinding.offset = 0;
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drawState.vertexBuffers.push_back(vbufBinding);
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drawState.indexBuffer.buffer = indexBuffer;
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drawState.indexBuffer.format = (sizeof(ImDrawIdx) == 2 ? nvrhi::Format::R16_UINT : nvrhi::Format::R32_UINT);
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drawState.indexBuffer.offset = 0;
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// render command lists
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int vtxOffset = 0;
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int idxOffset = 0;
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for(int n = 0; n < drawData->CmdListsCount; n++)
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{
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const ImDrawList *cmdList = drawData->CmdLists[n];
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for(int i = 0; i < cmdList->CmdBuffer.Size; i++)
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{
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const ImDrawCmd *pCmd = &cmdList->CmdBuffer[i];
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if (pCmd->UserCallback)
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{
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pCmd->UserCallback(cmdList, pCmd);
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} else {
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drawState.bindings = { getBindingSet(pCmd->TextureId) };
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assert(drawState.bindings[0]);
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drawState.viewport.scissorRects[0] = nvrhi::Rect(int(pCmd->ClipRect.x),
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int(pCmd->ClipRect.z),
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int(pCmd->ClipRect.y),
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int(pCmd->ClipRect.w));
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nvrhi::DrawArguments drawArguments;
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drawArguments.vertexCount = pCmd->ElemCount;
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drawArguments.startIndexLocation = idxOffset;
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drawArguments.startVertexLocation = vtxOffset;
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m_commandList->setGraphicsState(drawState);
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m_commandList->setPushConstants(&push_constants, sizeof(push_constants));
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m_commandList->drawIndexed(drawArguments);
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}
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idxOffset += pCmd->ElemCount;
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}
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vtxOffset += cmdList->VtxBuffer.Size;
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}
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m_commandList->endMarker();
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m_commandList->close();
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renderer->executeCommandList(m_commandList);
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return true;
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}
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void ImGui_NVRHI::backbufferResizing()
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{
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pso = nullptr;
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}
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