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@ -116,45 +116,45 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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// Capture all the state that will be modified to restore it afterwards
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UINT oldNumScissorRects = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
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D3D11_RECT oldScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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g_pd3dDeviceContext->RSGetScissorRects(&oldNumScissorRects, oldScissorRects); |
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ID3D11ShaderResourceView* pOldPSSRV0; |
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g_pd3dDeviceContext->PSGetShaderResources(0, 1, &pOldPSSRV0); |
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ID3D11RasterizerState* pOldRS; |
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g_pd3dDeviceContext->RSGetState(&pOldRS); |
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ID3D11BlendState* pOldBlendState; |
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FLOAT oldBlendFactor[4]; |
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UINT oldSampleMask; |
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g_pd3dDeviceContext->OMGetBlendState(&pOldBlendState, oldBlendFactor, &oldSampleMask); |
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ID3D11SamplerState* pOldPSSampler; |
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g_pd3dDeviceContext->PSGetSamplers(0, 1, &pOldPSSampler); |
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ID3D11PixelShader* pOldPS; |
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ID3D11ClassInstance* pOldPSInstances[256]; // max according to PSSetShader documentation
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UINT oldNumPSInstances = 256; |
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g_pd3dDeviceContext->PSGetShader(&pOldPS, pOldPSInstances, &oldNumPSInstances); |
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ID3D11Buffer* pOldVSCBV; |
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g_pd3dDeviceContext->VSGetConstantBuffers(0, 1, &pOldVSCBV); |
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ID3D11VertexShader* pOldVS; |
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ID3D11ClassInstance* pOldVSInstances[256]; // max according to VSSetShader documentation
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UINT oldNumVSInstances = 256; |
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g_pd3dDeviceContext->VSGetShader(&pOldVS, pOldVSInstances, &oldNumVSInstances); |
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D3D11_PRIMITIVE_TOPOLOGY oldPrimitiveTopology; |
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g_pd3dDeviceContext->IAGetPrimitiveTopology(&oldPrimitiveTopology); |
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ID3D11Buffer* pOldIndexBuffer; |
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DXGI_FORMAT oldIndexBufferFormat; |
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UINT oldIndexBufferOffset; |
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g_pd3dDeviceContext->IAGetIndexBuffer(&pOldIndexBuffer, &oldIndexBufferFormat, &oldIndexBufferOffset); |
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ID3D11Buffer* pOldVertexBuffer; |
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UINT oldVertexBufferStride; |
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UINT oldVertexBufferOffset; |
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g_pd3dDeviceContext->IAGetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset); |
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ID3D11InputLayout* pOldInputLayout; |
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g_pd3dDeviceContext->IAGetInputLayout(&pOldInputLayout); |
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UINT oldNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
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D3D11_VIEWPORT oldViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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g_pd3dDeviceContext->RSGetViewports(&oldNumViewports, oldViewports); |
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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ID3D11DeviceContext* ctx = g_pd3dDeviceContext; |
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struct BACKUP_DX11_STATE |
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{ |
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UINT ScissorRectsCount, ViewportsCount; |
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D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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ID3D11RasterizerState* RS; |
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ID3D11BlendState* BlendState; |
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FLOAT BlendFactor[4]; |
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UINT SampleMask; |
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ID3D11ShaderResourceView* PSShaderResource; |
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ID3D11SamplerState* PSSampler; |
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ID3D11PixelShader* PS; |
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ID3D11VertexShader* VS; |
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UINT PSInstancesCount, VSInstancesCount; |
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ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; |
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ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; |
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; |
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DXGI_FORMAT IndexBufferFormat; |
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ID3D11InputLayout* InputLayout; |
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}; |
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BACKUP_DX11_STATE old; |
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old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); |
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); |
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ctx->RSGetState(&old.RS); |
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); |
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); |
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ctx->PSGetSamplers(0, 1, &old.PSSampler); |
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old.PSInstancesCount = old.VSInstancesCount = 256; |
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); |
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); |
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); |
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); |
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); |
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); |
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ctx->IAGetInputLayout(&old.InputLayout); |
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// Setup viewport
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{ |
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@ -211,32 +211,22 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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vtx_offset += cmd_list->VtxBuffer.size(); |
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} |
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// Restore modified state
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g_pd3dDeviceContext->RSSetScissorRects(oldNumScissorRects, oldScissorRects); |
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, &pOldPSSRV0); |
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if (pOldPSSRV0) pOldPSSRV0->Release(); |
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g_pd3dDeviceContext->RSSetState(pOldRS); |
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if (pOldRS) pOldRS->Release(); |
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g_pd3dDeviceContext->OMSetBlendState(pOldBlendState, oldBlendFactor, oldSampleMask); |
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if (pOldBlendState) pOldBlendState->Release(); |
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g_pd3dDeviceContext->PSSetSamplers(0, 1, &pOldPSSampler); |
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if (pOldPSSampler) pOldPSSampler->Release(); |
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g_pd3dDeviceContext->PSSetShader(pOldPS, pOldPSInstances, oldNumPSInstances); |
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if (pOldPS) pOldPS->Release(); |
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for (UINT i = 0; i < oldNumPSInstances; i++) if (pOldPSInstances[i]) pOldPSInstances[i]->Release(); |
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g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &pOldVSCBV); |
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if (pOldVSCBV) pOldVSCBV->Release(); |
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g_pd3dDeviceContext->VSSetShader(pOldVS, pOldVSInstances, oldNumVSInstances); |
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if (pOldVS) pOldVS->Release(); |
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for (UINT i = 0; i < oldNumVSInstances; i++) if (pOldVSInstances[i]) pOldVSInstances[i]->Release(); |
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g_pd3dDeviceContext->IASetPrimitiveTopology(oldPrimitiveTopology); |
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g_pd3dDeviceContext->IASetIndexBuffer(pOldIndexBuffer, oldIndexBufferFormat, oldIndexBufferOffset); |
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if (pOldIndexBuffer) pOldIndexBuffer->Release(); |
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g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset); |
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if (pOldVertexBuffer) pOldVertexBuffer->Release(); |
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g_pd3dDeviceContext->IASetInputLayout(pOldInputLayout); |
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if (pOldInputLayout) pOldInputLayout->Release(); |
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g_pd3dDeviceContext->RSSetViewports(oldNumViewports, oldViewports); |
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// Restore modified DX state
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ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); |
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ctx->RSSetViewports(old.ViewportsCount, old.Viewports); |
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ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); |
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ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); |
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ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); |
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ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); |
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ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); |
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for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); |
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ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); |
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); |
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for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); |
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology); |
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); |
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ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); |
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); |
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} |
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) |
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