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- // 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 backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
- // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
- // 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.
- // 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
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 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"
- #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
- // DirectX data
- struct ImGui_ImplDX10_Data
- {
- ID3D10Device* pd3dDevice;
- IDXGIFactory* pFactory;
- ID3D10Buffer* pVB;
- ID3D10Buffer* pIB;
- ID3D10VertexShader* pVertexShader;
- ID3D10InputLayout* pInputLayout;
- ID3D10Buffer* pVertexConstantBuffer;
- ID3D10PixelShader* pPixelShader;
- ID3D10SamplerState* pFontSampler;
- ID3D10ShaderResourceView* pFontTextureView;
- ID3D10RasterizerState* pRasterizerState;
- ID3D10BlendState* pBlendState;
- ID3D10DepthStencilState* pDepthStencilState;
- int VertexBufferSize;
- int IndexBufferSize;
- ImGui_ImplDX10_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
- };
- struct VERTEX_CONSTANT_BUFFER
- {
- 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 : NULL;
- }
- // Functions
- static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
- {
- ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
- // Setup viewport
- D3D10_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D10_VIEWPORT));
- vp.Width = (UINT)draw_data->DisplaySize.x;
- vp.Height = (UINT)draw_data->DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0;
- ctx->RSSetViewports(1, &vp);
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- ctx->IASetInputLayout(bd->pInputLayout);
- ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
- ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
- ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->VSSetShader(bd->pVertexShader);
- ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
- ctx->PSSetShader(bd->pPixelShader);
- ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
- ctx->GSSetShader(NULL);
- // Setup render state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
- ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
- ctx->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* ctx = bd->pd3dDevice;
- // Create and grow vertex/index buffers if needed
- if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
- bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D10_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D10_BUFFER_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 (ctx->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
- return;
- }
- if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
- bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D10_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D10_BUFFER_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 (ctx->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
- return;
- }
- // Copy and convert all vertices into a single contiguous buffer
- ImDrawVert* vtx_dst = NULL;
- ImDrawIdx* idx_dst = NULL;
- 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* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- bd->pVB->Unmap();
- bd->pIB->Unmap();
- // 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)
- return;
- VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)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();
- }
- // 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;
- ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
- ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
- ctx->RSGetState(&old.RS);
- ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
- ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
- ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
- ctx->PSGetSamplers(0, 1, &old.PSSampler);
- ctx->PSGetShader(&old.PS);
- ctx->VSGetShader(&old.VS);
- ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
- ctx->GSGetShader(&old.GS);
- ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
- ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
- ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
- ctx->IAGetInputLayout(&old.InputLayout);
- // Setup desired DX state
- ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
- // 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;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- // 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, ctx);
- else
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
- ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.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 };
- ctx->RSSetScissorRects(1, &r);
- // Bind texture, Draw
- ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
- ctx->PSSetShaderResources(0, 1, &texture_srv);
- ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
- }
- }
- global_idx_offset += cmd_list->IdxBuffer.Size;
- global_vtx_offset += cmd_list->VtxBuffer.Size;
- }
- // Restore modified DX state
- ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
- ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
- ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
- ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
- ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
- ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
- ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
- ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
- ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
- ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
- ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
- ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
- ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
- ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
- ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
- }
- static void ImGui_ImplDX10_CreateFontsTexture()
- {
- // Build texture atlas
- ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- // Upload texture to graphics system
- {
- D3D10_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = 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;
- ID3D10Texture2D* pTexture = NULL;
- D3D10_SUBRESOURCE_DATA subResource;
- subResource.pSysMem = pixels;
- subResource.SysMemPitch = desc.Width * 4;
- subResource.SysMemSlicePitch = 0;
- bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
- IM_ASSERT(pTexture != NULL);
- // 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(pTexture, &srv_desc, &bd->pFontTextureView);
- pTexture->Release();
- }
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
- // Create texture sampler
- {
- D3D10_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
- desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
- desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
- desc.MipLODBias = 0.f;
- desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
- desc.MinLOD = 0.f;
- desc.MaxLOD = 0.f;
- bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
- }
- }
- bool ImGui_ImplDX10_CreateDeviceObjects()
- {
- ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
- if (!bd->pd3dDevice)
- return false;
- if (bd->pFontSampler)
- 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), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
- 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)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_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);
- desc.Usage = D3D10_USAGE_DYNAMIC;
- desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- bd->pd3dDevice->CreateBuffer(&desc, NULL, &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), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
- 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);
- }
- ImGui_ImplDX10_CreateFontsTexture();
- return true;
- }
- void ImGui_ImplDX10_InvalidateDeviceObjects()
- {
- ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
- if (!bd->pd3dDevice)
- return;
- if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
- if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
- if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
- if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
- if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
- if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
- if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
- if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
- if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
- if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
- if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
- }
- bool ImGui_ImplDX10_Init(ID3D10Device* device)
- {
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendRendererUserData == NULL && "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.
- // Get factory from device
- IDXGIDevice* pDXGIDevice = NULL;
- IDXGIAdapter* pDXGIAdapter = NULL;
- IDXGIFactory* pFactory = NULL;
- 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 != NULL && "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 = NULL;
- io.BackendRendererUserData = NULL;
- IM_DELETE(bd);
- }
- void ImGui_ImplDX10_NewFrame()
- {
- ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
- IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX10_Init()?");
- if (!bd->pFontSampler)
- ImGui_ImplDX10_CreateDeviceObjects();
- }
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