Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Single OS window (win32 + directx11); multiple contexts in multiple threads. What am I missing? #6293

Open
binaryduke opened this issue Apr 2, 2023 · 6 comments

Comments

@binaryduke
Copy link

binaryduke commented Apr 2, 2023

Version/Branch of Dear ImGui:

Version: 1.89.5
Branch: docking

Back-end/Renderer/Compiler/OS

Back-ends: imgui_impl_win32.cpp + imgui_impl_dx11.cpp
Compiler Microsoft Visual Studio Community 2022 (64-bit) - Current Version 17.4.4
Operating System: Windows 10

My Issue/Question:

I'm implementing plugins for a commercial application. The plugins will use imgui. I cannot run the plugins in the application's main loop as the update speed is too slow to be practical - it updates around every 250ms - so my plugins launch a new thread that's detached. I take care of killing the thread when the plugin is removed. It's possible that a user may add multiple different plugins, each of which will use imgui for display. It's also possible that a user may add multiple instances of the same plugin, each of which will use imgui for display. The docking/multi-viewport features are ideal for this use case. The only gotcha is I'm forced to have each plugin run in its own thread for UI performance to overcome the main loop's slow update interval. I've taken care of creating a single OS window and keeping track of my plugin instances that are added by the user so that I only ever set up a single OS window, associated callback function and imgui initialization.

I've read the various multi-instance, multi-thread issues extensively and the Context and Memory Allocators section in imgui.cpp.

When I'm compiling, I'm getting multiple errors relating to mismatched tyupe conversion from ImGuiContext* to ImGuiIO&, or ImGuiStyle &, e.g.
imgui.cpp line 3007: a reference of type ImGuiStyle & cannot be initialized with a value of type= ImGuiContext *
imgui.cpp line 4202: a reference of type ImGuiIO & cannot be initialized with a value of type ImGuiContext *

I don't see what I'm missing/misunderstanding from the directions within the Context and Memory Allocators section in imgui.cpp

In imconfig.h I have:

struct ImGuiContext;
extern thread_local ImGuiContext* MyImGuiTLS;
#define GImGui MyImGuiTLS;

My main window and imgui initialization routine has: (the 'is there only one window, etc.' checks are removed for clarity)

HINSTANCE hInst = GetModuleHandle(NULL);
g_wc = { sizeof(g_wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"Test Window", NULL };
RegisterClassExW(&g_wc );
g_Window = ::CreateWindowW(g_wc.lpszClassName, L"Test Window", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, g_wc.hInstance, NULL);
// Initialize Direct3D
if (!CreateDeviceD3D(g_Window ))
{
	CleanupDeviceD3D();
	::UnregisterClassW(g_wc .lpszClassName, g_wc .hInstance);
}
ShowWindow(g_Window , SW_SHOW);
UpdateWindow(g_Window );
//setup imgui
IMGUI_CHECKVERSION();
//ImGui::CreateContext();   //NOTE I've tried this and what is below for the initial context creation - makes no difference
ImGuiContext* MyImGuiTLS = ImGui::CreateContext();
ImGui::SetCurrentContext(MyImGuiTLS);
ImGuiIO& pIO = ImGui::GetIO(); (void)pIO;
pIO.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
pIO.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
pIO.ConfigFlags |= ImGuiConfigFlags_DockingEnable;         // Enable Docking
pIO.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;       // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
ImGuiStyle& style = ImGui::GetStyle();
if (pIO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
	style.WindowRounding = 0.0f;
	style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
// Setup Platform/Renderer backends
ImGui_ImplWin32_Init(g_Window );
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);

**Each plugin's thread that's going to utilize imgui for display has a function that begins:**
IMGUI_CHECKVERSION();
ImGuiContext* MyImGuiTLS = ImGui::CreateContext();
ImGui::SetCurrentContext(MyImGuiTLS);
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
@binaryduke
Copy link
Author

binaryduke commented Apr 3, 2023

For simplicity, I've made a small change to example_win32_directx11 to cleanly illustrate the issue. All files remain original except:

imconfig.h adds:

struct ImGuiContext;
extern thread_local ImGuiContext* MyImGuiTLS;
#define GImGui MyImGuiTLS;

main.cpp is now:

// Dear ImGui: standalone example application for DirectX 11
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs

#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <tchar.h>
#include <thread>


// Data
static ID3D11Device*            g_pd3dDevice = NULL;
static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
static IDXGISwapChain*          g_pSwapChain = NULL;
static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL;

static WNDCLASSEXW wc = NULL;
static HWND hwnd = NULL;

// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

void t1()
{
    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGuiContext* MyImGuiTLS =  ImGui::CreateContext();
    ImGui::SetCurrentContext(MyImGuiTLS);

    ImGuiIO& io = ImGui::GetIO(); (void)io;
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
    io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;         // Enable Docking
    io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;       // Enable Multi-Viewport / Platform Windows
    //io.ConfigViewportsNoAutoMerge = true;
    //io.ConfigViewportsNoTaskBarIcon = true;
    //io.ConfigViewportsNoDefaultParent = true;
    //io.ConfigDockingAlwaysTabBar = true;
    //io.ConfigDockingTransparentPayload = true;
    //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts;     // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T WORK AS EXPECTED. DON'T USE IN USER APP!
    //io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // FIXME-DPI: Experimental.

    // Setup Dear ImGui style
    ImGui::StyleColorsDark();
    //ImGui::StyleColorsLight();

    // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
    ImGuiStyle& style = ImGui::GetStyle();
    if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
    {
        style.WindowRounding = 0.0f;
        style.Colors[ImGuiCol_WindowBg].w = 1.0f;
    }

    // Setup Platform/Renderer backends
    ImGui_ImplWin32_Init(hwnd);
    ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);

    // 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.
    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
    // - Read 'docs/FONTS.md' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    //io.Fonts->AddFontDefault();
    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != NULL);

    // Our state
    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    bool done = false;
    while (!done)
    {
        // Poll and handle messages (inputs, window resize, etc.)
        // See the WndProc() function below for our to dispatch events to the Win32 backend.
        MSG msg;
        while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
        {
            ::TranslateMessage(&msg);
            ::DispatchMessage(&msg);
            if (msg.message == WM_QUIT)
                done = true;
        }
        if (done)
            break;

        // Start the Dear ImGui frame
        ImGui_ImplDX11_NewFrame();
        ImGui_ImplWin32_NewFrame();
        ImGui::NewFrame();
        //ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());

        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
        if (show_demo_window)
            ImGui::ShowDemoWindow(&show_demo_window);

        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
        {
            static float f = 0.0f;
            static int counter = 0;

            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.

            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
                counter++;
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);

            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
            ImGui::End();
        }

        // 3. Show another simple window.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // Rendering
        ImGui::Render();
        const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());

        // Update and Render additional Platform Windows
        if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
        {
            ImGui::UpdatePlatformWindows();
            ImGui::RenderPlatformWindowsDefault();
        }

        g_pSwapChain->Present(1, 0); // Present with vsync
        //g_pSwapChain->Present(0, 0); // Present without vsync
    }
}

// Main code
int main(int, char**)
{
    // Create application window
    //ImGui_ImplWin32_EnableDpiAwareness();
    wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
    ::RegisterClassExW(&wc);
    hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);

    // Initialize Direct3D
    if (!CreateDeviceD3D(hwnd))
    {
        CleanupDeviceD3D();
        ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
        return 1;
    }

    // Show the window
    ::ShowWindow(hwnd, SW_SHOWDEFAULT);
    ::UpdateWindow(hwnd);

    //launch thread 1
    std::thread thread1(t1);
    thread1.detach();

  /*

    // Cleanup
    ImGui_ImplDX11_Shutdown();
    ImGui_ImplWin32_Shutdown();
    ImGui::DestroyContext();

    CleanupDeviceD3D();
    ::DestroyWindow(hwnd);
    ::UnregisterClassW(wc.lpszClassName, wc.hInstance);
    
    return 0;
    */
}

// Helper functions
bool CreateDeviceD3D(HWND hWnd)
{
    // Setup swap chain
    DXGI_SWAP_CHAIN_DESC sd;
    ZeroMemory(&sd, sizeof(sd));
    sd.BufferCount = 2;
    sd.BufferDesc.Width = 0;
    sd.BufferDesc.Height = 0;
    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    sd.BufferDesc.RefreshRate.Numerator = 60;
    sd.BufferDesc.RefreshRate.Denominator = 1;
    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    sd.OutputWindow = hWnd;
    sd.SampleDesc.Count = 1;
    sd.SampleDesc.Quality = 0;
    sd.Windowed = TRUE;
    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

    UINT createDeviceFlags = 0;
    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
    D3D_FEATURE_LEVEL featureLevel;
    const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
    HRESULT res = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
    if (res == DXGI_ERROR_UNSUPPORTED) // Try high-performance WARP software driver if hardware is not available.
        res = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_WARP, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext);
    if (res != S_OK)
        return false;

    CreateRenderTarget();
    return true;
}

void CleanupDeviceD3D()
{
    CleanupRenderTarget();
    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
    if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}

void CreateRenderTarget()
{
    ID3D11Texture2D* pBackBuffer;
    g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
    pBackBuffer->Release();
}

void CleanupRenderTarget()
{
    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}

#ifndef WM_DPICHANGED
#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
#endif

// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);

// Win32 message handler
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
        return true;

    switch (msg)
    {
    case WM_SIZE:
        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
        {
            CleanupRenderTarget();
            g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
            CreateRenderTarget();
        }
        return 0;
    case WM_SYSCOMMAND:
        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
            return 0;
        break;
    case WM_DESTROY:
        ::PostQuitMessage(0);
        return 0;
    case WM_DPICHANGED:
        if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
        {
            //const int dpi = HIWORD(wParam);
            //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
            const RECT* suggested_rect = (RECT*)lParam;
            ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
        }
        break;
    }
    return ::DefWindowProcW(hWnd, msg, wParam, lParam);
}

Compiling in VS2022 produces many error complaining that:
cannot convert from IMGuiContext * to ImGuiStyle & (imgui.cpp lines 3034, 7787, 7793, etc, etc)
cannot convert from IMGuiContext * to ImGuiWindow * (imgui.cpp lines 7787, 7793, 8156, etc, etc)

I just don't get it. What am I missing here?

@ocornut
Copy link
Owner

ocornut commented Apr 3, 2023

#define GImGui MyImGuiTLS;

This is incorrect, your define shouldn’t have a trailing semi-colon.

@binaryduke
Copy link
Author

Thank you @ocornut -
Something that's not totally clear to me.
If I have a single host window, and an ImGui context in each thread, should each thread be entering its own new frame/render loop or should there be a single one that's serving the host window?

@ocornut
Copy link
Owner

ocornut commented Apr 4, 2023

Each context is independent so we each need to call NewFrame/Render.

Note that our standard backend are likely inadequate for using multiple imgui contexts in a same host window (with e.g. mouse coordinates remapping) so you'll need your own backend for the inputs.

@binaryduke
Copy link
Author

binaryduke commented Apr 4, 2023

OK - thanks. By extension, will the backends be comfortable in independent host windows, i.e. one Dear imgui context for each host window with each thread creating its own host window, setting up the context, etc?

This seems NOT to be the case for DirectX 11. The output of each context is hitting a single window even though two host windows exist and are being created by each thread.

@ocornut
Copy link
Owner

ocornut commented Apr 4, 2023 via email

ocornut added a commit that referenced this issue Oct 28, 2024
… using current context (experimental). (#8069, #6293, #5856, #586)

+ GetIOEx(). Amend fedf45c + cba656a. Amend 416cfdb.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants