diff options
| author | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
|---|---|---|
| committer | Aldrik Ramaekers <aldrikboy@gmail.com> | 2025-08-09 08:35:03 +0200 |
| commit | 432f24319319fe040e142059eb83279c53f90ab8 (patch) | |
| tree | 5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/backends/imgui_impl_dx10.cpp | |
| parent | 5d34aff5888d3f0c624251f15bedb96c347978d6 (diff) | |
refactor 2
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_dx10.cpp')
| -rw-r--r-- | imgui-1.92.1/backends/imgui_impl_dx10.cpp | 657 |
1 files changed, 0 insertions, 657 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_dx10.cpp b/imgui-1.92.1/backends/imgui_impl_dx10.cpp deleted file mode 100644 index 6bc5215..0000000 --- a/imgui-1.92.1/backends/imgui_impl_dx10.cpp +++ /dev/null @@ -1,657 +0,0 @@ -// dear imgui: Renderer Backend for DirectX10 -// This needs to be used along with a Platform Backend (e.g. Win32) - -// Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! -// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). -// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). - -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. -// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// Learn about Dear ImGui: -// - FAQ https://dearimgui.com/faq -// - Getting Started https://dearimgui.com/getting-started -// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). -// - Introduction, links and more at the top of imgui.cpp - -// CHANGELOG -// (minor and older changes stripped away, please see git history for details) -// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. -// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). -// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. -// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. -// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. -// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). -// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) -// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. -// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). -// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. -// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. -// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). -// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. -// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. -// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. -// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. -// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. -// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. -// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. -// 2016-05-07: DirectX10: Disabling depth-write. - -#include "imgui.h" -#ifndef IMGUI_DISABLE -#include "imgui_impl_dx10.h" - -// DirectX -#include <stdio.h> -#include <d3d10_1.h> -#include <d3d10.h> -#include <d3dcompiler.h> -#ifdef _MSC_VER -#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. -#endif - -// Clang/GCC warnings with -Weverything -#if defined(__clang__) -#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. -#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -#endif - -// DirectX10 data -struct ImGui_ImplDX10_Texture -{ - ID3D10Texture2D* pTexture; - ID3D10ShaderResourceView* pTextureView; -}; - -struct ImGui_ImplDX10_Data -{ - ID3D10Device* pd3dDevice; - IDXGIFactory* pFactory; - ID3D10Buffer* pVB; - ID3D10Buffer* pIB; - ID3D10VertexShader* pVertexShader; - ID3D10InputLayout* pInputLayout; - ID3D10Buffer* pVertexConstantBuffer; - ID3D10PixelShader* pPixelShader; - ID3D10SamplerState* pFontSampler; - ID3D10RasterizerState* pRasterizerState; - ID3D10BlendState* pBlendState; - ID3D10DepthStencilState* pDepthStencilState; - int VertexBufferSize; - int IndexBufferSize; - - ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } -}; - -struct VERTEX_CONSTANT_BUFFER_DX10 -{ - float mvp[4][4]; -}; - -// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts -// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. -static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() -{ - return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; -} - -// Functions -static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) -{ - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - - // Setup viewport - D3D10_VIEWPORT vp = {}; - vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); - vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0; - device->RSSetViewports(1, &vp); - - // Setup orthographic projection matrix into our constant buffer - // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - void* mapped_resource; - if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) - { - VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; - float L = draw_data->DisplayPos.x; - float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; - float T = draw_data->DisplayPos.y; - float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; - float mvp[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.5f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, - }; - memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - bd->pVertexConstantBuffer->Unmap(); - } - - // Setup shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - device->IASetInputLayout(bd->pInputLayout); - device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); - device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - device->VSSetShader(bd->pVertexShader); - device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); - device->PSSetShader(bd->pPixelShader); - device->PSSetSamplers(0, 1, &bd->pFontSampler); - device->GSSetShader(nullptr); - - // Setup render state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); - device->OMSetDepthStencilState(bd->pDepthStencilState, 0); - device->RSSetState(bd->pRasterizerState); -} - -// Render function -void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) -{ - // Avoid rendering when minimized - if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) - return; - - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - ID3D10Device* device = bd->pd3dDevice; - - // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. - // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). - if (draw_data->Textures != nullptr) - for (ImTextureData* tex : *draw_data->Textures) - if (tex->Status != ImTextureStatus_OK) - ImGui_ImplDX10_UpdateTexture(tex); - - // Create and grow vertex/index buffers if needed - if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) - { - if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } - bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D10_BUFFER_DESC desc = {}; - desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); - desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; - desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) - return; - } - - if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) - { - if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } - bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D10_BUFFER_DESC desc = {}; - desc.Usage = D3D10_USAGE_DYNAMIC; - desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); - desc.BindFlags = D3D10_BIND_INDEX_BUFFER; - desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) - return; - } - - // Copy and convert all vertices into a single contiguous buffer - ImDrawVert* vtx_dst = nullptr; - ImDrawIdx* idx_dst = nullptr; - bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); - bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* draw_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); - memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); - vtx_dst += draw_list->VtxBuffer.Size; - idx_dst += draw_list->IdxBuffer.Size; - } - bd->pVB->Unmap(); - bd->pIB->Unmap(); - - // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) - struct BACKUP_DX10_STATE - { - UINT ScissorRectsCount, ViewportsCount; - D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; - D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; - ID3D10RasterizerState* RS; - ID3D10BlendState* BlendState; - FLOAT BlendFactor[4]; - UINT SampleMask; - UINT StencilRef; - ID3D10DepthStencilState* DepthStencilState; - ID3D10ShaderResourceView* PSShaderResource; - ID3D10SamplerState* PSSampler; - ID3D10PixelShader* PS; - ID3D10VertexShader* VS; - ID3D10GeometryShader* GS; - D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; - ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; - UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; - DXGI_FORMAT IndexBufferFormat; - ID3D10InputLayout* InputLayout; - }; - BACKUP_DX10_STATE old = {}; - old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; - device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); - device->RSGetViewports(&old.ViewportsCount, old.Viewports); - device->RSGetState(&old.RS); - device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); - device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); - device->PSGetShaderResources(0, 1, &old.PSShaderResource); - device->PSGetSamplers(0, 1, &old.PSSampler); - device->PSGetShader(&old.PS); - device->VSGetShader(&old.VS); - device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); - device->GSGetShader(&old.GS); - device->IAGetPrimitiveTopology(&old.PrimitiveTopology); - device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); - device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); - device->IAGetInputLayout(&old.InputLayout); - - // Setup desired DX state - ImGui_ImplDX10_SetupRenderState(draw_data, device); - // Setup render state structure (for callbacks and custom texture bindings) - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - ImGui_ImplDX10_RenderState render_state; - render_state.Device = bd->pd3dDevice; - render_state.SamplerDefault = bd->pFontSampler; - render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; - platform_io.Renderer_RenderState = &render_state; - - // Render command lists - // (Because we merged all buffers into a single one, we maintain our own offset into them) - int global_vtx_offset = 0; - int global_idx_offset = 0; - ImVec2 clip_off = draw_data->DisplayPos; - ImVec2 clip_scale = draw_data->FramebufferScale; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* draw_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) - { - const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != nullptr) - { - // User callback, registered via ImDrawList::AddCallback() - // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) - if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplDX10_SetupRenderState(draw_data, device); - else - pcmd->UserCallback(draw_list, pcmd); - } - else - { - // Project scissor/clipping rectangles into framebuffer space - ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); - ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); - if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) - continue; - - // Apply scissor/clipping rectangle - const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; - device->RSSetScissorRects(1, &r); - - // Bind texture, Draw - ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); - device->PSSetShaderResources(0, 1, &texture_srv); - device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); - } - } - global_idx_offset += draw_list->IdxBuffer.Size; - global_vtx_offset += draw_list->VtxBuffer.Size; - } - platform_io.Renderer_RenderState = nullptr; - - // Restore modified DX state - device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); - device->RSSetViewports(old.ViewportsCount, old.Viewports); - device->RSSetState(old.RS); if (old.RS) old.RS->Release(); - device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); - device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); - device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); - device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); - device->PSSetShader(old.PS); if (old.PS) old.PS->Release(); - device->VSSetShader(old.VS); if (old.VS) old.VS->Release(); - device->GSSetShader(old.GS); if (old.GS) old.GS->Release(); - device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); - device->IASetPrimitiveTopology(old.PrimitiveTopology); - device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); - device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); - device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); -} - -static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex) -{ - ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData; - if (backend_tex == nullptr) - return; - IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); - backend_tex->pTexture->Release(); - backend_tex->pTextureView->Release(); - IM_DELETE(backend_tex); - - // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) - tex->SetTexID(ImTextureID_Invalid); - tex->SetStatus(ImTextureStatus_Destroyed); - tex->BackendUserData = nullptr; -} - -void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex) -{ - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - if (tex->Status == ImTextureStatus_WantCreate) - { - // Create and upload new texture to graphics system - //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); - IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); - IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); - unsigned int* pixels = (unsigned int*)tex->GetPixels(); - ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)(); - - // Create texture - D3D10_TEXTURE2D_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Width = (UINT)tex->Width; - desc.Height = (UINT)tex->Height; - desc.MipLevels = 1; - desc.ArraySize = 1; - desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - desc.SampleDesc.Count = 1; - desc.Usage = D3D10_USAGE_DEFAULT; - desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; - desc.CPUAccessFlags = 0; - - D3D10_SUBRESOURCE_DATA subResource; - subResource.pSysMem = pixels; - subResource.SysMemPitch = desc.Width * 4; - subResource.SysMemSlicePitch = 0; - bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); - IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); - - // Create texture view - D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; - ZeroMemory(&srv_desc, sizeof(srv_desc)); - srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; - srv_desc.Texture2D.MipLevels = desc.MipLevels; - srv_desc.Texture2D.MostDetailedMip = 0; - bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView); - IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); - - // Store identifiers - tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); - tex->SetStatus(ImTextureStatus_OK); - tex->BackendUserData = backend_tex; - } - else if (tex->Status == ImTextureStatus_WantUpdates) - { - // Update selected blocks. We only ever write to textures regions which have never been used before! - // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. - ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData; - IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); - for (ImTextureRect& r : tex->Updates) - { - D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 }; - bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); - } - tex->SetStatus(ImTextureStatus_OK); - } - if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) - ImGui_ImplDX10_DestroyTexture(tex); -} - -bool ImGui_ImplDX10_CreateDeviceObjects() -{ - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - if (!bd->pd3dDevice) - return false; - ImGui_ImplDX10_InvalidateDeviceObjects(); - - // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) - // If you would like to use this DX10 sample code but remove this dependency you can: - // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] - // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. - // See https://github.com/ocornut/imgui/pull/638 for sources and details. - - // Create the vertex shader - { - static const char* vertexShader = - "cbuffer vertexBuffer : register(b0) \ - {\ - float4x4 ProjectionMatrix; \ - };\ - struct VS_INPUT\ - {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - PS_INPUT main(VS_INPUT input)\ - {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ - }"; - - ID3DBlob* vertexShaderBlob; - if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) - return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) - { - vertexShaderBlob->Release(); - return false; - } - - // Create the input layout - D3D10_INPUT_ELEMENT_DESC local_layout[] = - { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, - }; - if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) - { - vertexShaderBlob->Release(); - return false; - } - vertexShaderBlob->Release(); - - // Create the constant buffer - { - D3D10_BUFFER_DESC desc = {}; - desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); - desc.Usage = D3D10_USAGE_DYNAMIC; - desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; - desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); - } - } - - // Create the pixel shader - { - static const char* pixelShader = - "struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - sampler sampler0;\ - Texture2D texture0;\ - \ - float4 main(PS_INPUT input) : SV_Target\ - {\ - float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ - return out_col; \ - }"; - - ID3DBlob* pixelShaderBlob; - if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) - return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) - { - pixelShaderBlob->Release(); - return false; - } - pixelShaderBlob->Release(); - } - - // Create the blending setup - { - D3D10_BLEND_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.AlphaToCoverageEnable = false; - desc.BlendEnable[0] = true; - desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; - desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; - desc.BlendOp = D3D10_BLEND_OP_ADD; - desc.SrcBlendAlpha = D3D10_BLEND_ONE; - desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; - desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; - desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; - bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); - } - - // Create the rasterizer state - { - D3D10_RASTERIZER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.FillMode = D3D10_FILL_SOLID; - desc.CullMode = D3D10_CULL_NONE; - desc.ScissorEnable = true; - desc.DepthClipEnable = true; - bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); - } - - // Create depth-stencil State - { - D3D10_DEPTH_STENCIL_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.DepthEnable = false; - desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; - desc.DepthFunc = D3D10_COMPARISON_ALWAYS; - desc.StencilEnable = false; - desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; - desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; - desc.BackFace = desc.FrontFace; - bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); - } - - // Create texture sampler - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - { - D3D10_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; - desc.MipLODBias = 0.f; - desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; - desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; - bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); - } - - return true; -} - -void ImGui_ImplDX10_InvalidateDeviceObjects() -{ - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - if (!bd->pd3dDevice) - return; - - // Destroy all textures - for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) - if (tex->RefCount == 1) - ImGui_ImplDX10_DestroyTexture(tex); - if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } - if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } - if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } - if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } - if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } - if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } - if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } - if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } - if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } - if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } -} - -bool ImGui_ImplDX10_Init(ID3D10Device* device) -{ - ImGuiIO& io = ImGui::GetIO(); - IMGUI_CHECKVERSION(); - IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); - - // Setup backend capabilities flags - ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); - io.BackendRendererUserData = (void*)bd; - io.BackendRendererName = "imgui_impl_dx10"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. - io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. - - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; - - // Get factory from device - IDXGIDevice* pDXGIDevice = nullptr; - IDXGIAdapter* pDXGIAdapter = nullptr; - IDXGIFactory* pFactory = nullptr; - if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) - if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) - if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) - { - bd->pd3dDevice = device; - bd->pFactory = pFactory; - } - if (pDXGIDevice) pDXGIDevice->Release(); - if (pDXGIAdapter) pDXGIAdapter->Release(); - bd->pd3dDevice->AddRef(); - - return true; -} - -void ImGui_ImplDX10_Shutdown() -{ - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); - ImGuiIO& io = ImGui::GetIO(); - - ImGui_ImplDX10_InvalidateDeviceObjects(); - if (bd->pFactory) { bd->pFactory->Release(); } - if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } - io.BackendRendererName = nullptr; - io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); - IM_DELETE(bd); -} - -void ImGui_ImplDX10_NewFrame() -{ - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); - - if (!bd->pVertexShader) - if (!ImGui_ImplDX10_CreateDeviceObjects()) - IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!"); -} - -//----------------------------------------------------------------------------- - -#endif // #ifndef IMGUI_DISABLE |
