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							551 lines
						
					
					
						
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				| // dear imgui: Renderer for DirectX11 | |
| // This needs to be used along with a Platform Binding (e.g. Win32) | |
|  | |
| // Implemented features: | |
| //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! | |
| //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. | |
|  | |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | |
| // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp | |
| // https://github.com/ocornut/imgui | |
|  | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| //  2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). | |
| //  2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. | |
| //  2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. | |
| //  2019-04-30: DirectX11: 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. | |
| //  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. | |
| //  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. | |
| //  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. | |
| //  2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. | |
| //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_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: DirectX11: Disabling depth-write. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_dx11.h" | |
|  | |
| // DirectX | |
| #include <stdio.h> | |
| #include <d3d11.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 | |
| static ID3D11Device*            g_pd3dDevice = NULL; | |
| static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL; | |
| static IDXGIFactory*            g_pFactory = NULL; | |
| static ID3D11Buffer*            g_pVB = NULL; | |
| static ID3D11Buffer*            g_pIB = NULL; | |
| static ID3D11VertexShader*      g_pVertexShader = NULL; | |
| static ID3D11InputLayout*       g_pInputLayout = NULL; | |
| static ID3D11Buffer*            g_pVertexConstantBuffer = NULL; | |
| static ID3D11PixelShader*       g_pPixelShader = NULL; | |
| static ID3D11SamplerState*      g_pFontSampler = NULL; | |
| static ID3D11ShaderResourceView*g_pFontTextureView = NULL; | |
| static ID3D11RasterizerState*   g_pRasterizerState = NULL; | |
| static ID3D11BlendState*        g_pBlendState = NULL; | |
| static ID3D11DepthStencilState* g_pDepthStencilState = NULL; | |
| static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; | |
| 
 | |
| struct VERTEX_CONSTANT_BUFFER | |
| { | |
|     float   mvp[4][4]; | |
| }; | |
| 
 | |
| static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx) | |
| { | |
|     // Setup viewport | |
|     D3D11_VIEWPORT vp; | |
|     memset(&vp, 0, sizeof(D3D11_VIEWPORT)); | |
|     vp.Width = draw_data->DisplaySize.x; | |
|     vp.Height = draw_data->DisplaySize.y; | |
|     vp.MinDepth = 0.0f; | |
|     vp.MaxDepth = 1.0f; | |
|     vp.TopLeftX = vp.TopLeftY = 0; | |
|     ctx->RSSetViewports(1, &vp); | |
| 
 | |
|     // Setup shader and vertex buffers | |
|     unsigned int stride = sizeof(ImDrawVert); | |
|     unsigned int offset = 0; | |
|     ctx->IASetInputLayout(g_pInputLayout); | |
|     ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); | |
|     ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); | |
|     ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | |
|     ctx->VSSetShader(g_pVertexShader, NULL, 0); | |
|     ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); | |
|     ctx->PSSetShader(g_pPixelShader, NULL, 0); | |
|     ctx->PSSetSamplers(0, 1, &g_pFontSampler); | |
|     ctx->GSSetShader(NULL, NULL, 0); | |
|     ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. | |
|     ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. | |
|     ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. | |
|  | |
|     // Setup blend state | |
|     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; | |
|     ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); | |
|     ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); | |
|     ctx->RSSetState(g_pRasterizerState); | |
| } | |
| 
 | |
| // Render function | |
| // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) | |
| void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) | |
| { | |
|     // Avoid rendering when minimized | |
|     if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) | |
|         return; | |
| 
 | |
|     ID3D11DeviceContext* ctx = g_pd3dDeviceContext; | |
| 
 | |
|     // Create and grow vertex/index buffers if needed | |
|     if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) | |
|     { | |
|         if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } | |
|         g_VertexBufferSize = draw_data->TotalVtxCount + 5000; | |
|         D3D11_BUFFER_DESC desc; | |
|         memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); | |
|         desc.Usage = D3D11_USAGE_DYNAMIC; | |
|         desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); | |
|         desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; | |
|         desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
|         desc.MiscFlags = 0; | |
|         if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) | |
|             return; | |
|     } | |
|     if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) | |
|     { | |
|         if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } | |
|         g_IndexBufferSize = draw_data->TotalIdxCount + 10000; | |
|         D3D11_BUFFER_DESC desc; | |
|         memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); | |
|         desc.Usage = D3D11_USAGE_DYNAMIC; | |
|         desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); | |
|         desc.BindFlags = D3D11_BIND_INDEX_BUFFER; | |
|         desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
|         if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) | |
|             return; | |
|     } | |
| 
 | |
|     // Upload vertex/index data into a single contiguous GPU buffer | |
|     D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; | |
|     if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) | |
|         return; | |
|     if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) | |
|         return; | |
|     ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; | |
|     ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; | |
|     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; | |
|     } | |
|     ctx->Unmap(g_pVB, 0); | |
|     ctx->Unmap(g_pIB, 0); | |
| 
 | |
|     // 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. | |
|     { | |
|         D3D11_MAPPED_SUBRESOURCE mapped_resource; | |
|         if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) | |
|             return; | |
|         VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; | |
|         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)); | |
|         ctx->Unmap(g_pVertexConstantBuffer, 0); | |
|     } | |
| 
 | |
|     // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) | |
|     struct BACKUP_DX11_STATE | |
|     { | |
|         UINT                        ScissorRectsCount, ViewportsCount; | |
|         D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; | |
|         D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; | |
|         ID3D11RasterizerState*      RS; | |
|         ID3D11BlendState*           BlendState; | |
|         FLOAT                       BlendFactor[4]; | |
|         UINT                        SampleMask; | |
|         UINT                        StencilRef; | |
|         ID3D11DepthStencilState*    DepthStencilState; | |
|         ID3D11ShaderResourceView*   PSShaderResource; | |
|         ID3D11SamplerState*         PSSampler; | |
|         ID3D11PixelShader*          PS; | |
|         ID3D11VertexShader*         VS; | |
|         ID3D11GeometryShader*       GS; | |
|         UINT                        PSInstancesCount, VSInstancesCount, GSInstancesCount; | |
|         ID3D11ClassInstance         *PSInstances[256], *VSInstances[256], *GSInstances[256];   // 256 is max according to PSSetShader documentation | |
|         D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology; | |
|         ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer; | |
|         UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset; | |
|         DXGI_FORMAT                 IndexBufferFormat; | |
|         ID3D11InputLayout*          InputLayout; | |
|     }; | |
|     BACKUP_DX11_STATE old; | |
|     old.ScissorRectsCount = old.ViewportsCount = D3D11_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); | |
|     old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; | |
|     ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); | |
|     ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); | |
|     ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); | |
|     ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); | |
| 
 | |
|     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_ImplDX11_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_idx_offset = 0; | |
|     int global_vtx_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 != NULL) | |
|             { | |
|                 // 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_ImplDX11_SetupRenderState(draw_data, ctx); | |
|                 else | |
|                     pcmd->UserCallback(cmd_list, pcmd); | |
|             } | |
|             else | |
|             { | |
|                 // Apply scissor/clipping rectangle | |
|                 const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; | |
|                 ctx->RSSetScissorRects(1, &r); | |
| 
 | |
|                 // Bind texture, Draw | |
|                 ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; | |
|                 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, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); | |
|     for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); | |
|     ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); | |
|     ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); | |
|     ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); | |
|     for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->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_ImplDX11_CreateFontsTexture() | |
| { | |
|     // Build texture atlas | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     unsigned char* pixels; | |
|     int width, height; | |
|     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); | |
| 
 | |
|     // Upload texture to graphics system | |
|     { | |
|         D3D11_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 = D3D11_USAGE_DEFAULT; | |
|         desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; | |
|         desc.CPUAccessFlags = 0; | |
| 
 | |
|         ID3D11Texture2D *pTexture = NULL; | |
|         D3D11_SUBRESOURCE_DATA subResource; | |
|         subResource.pSysMem = pixels; | |
|         subResource.SysMemPitch = desc.Width * 4; | |
|         subResource.SysMemSlicePitch = 0; | |
|         g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); | |
| 
 | |
|         // Create texture view | |
|         D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; | |
|         ZeroMemory(&srvDesc, sizeof(srvDesc)); | |
|         srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
|         srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; | |
|         srvDesc.Texture2D.MipLevels = desc.MipLevels; | |
|         srvDesc.Texture2D.MostDetailedMip = 0; | |
|         g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); | |
|         pTexture->Release(); | |
|     } | |
| 
 | |
|     // Store our identifier | |
|     io.Fonts->TexID = (ImTextureID)g_pFontTextureView; | |
| 
 | |
|     // Create texture sampler | |
|     { | |
|         D3D11_SAMPLER_DESC desc; | |
|         ZeroMemory(&desc, sizeof(desc)); | |
|         desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; | |
|         desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; | |
|         desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; | |
|         desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; | |
|         desc.MipLODBias = 0.f; | |
|         desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; | |
|         desc.MinLOD = 0.f; | |
|         desc.MaxLOD = 0.f; | |
|         g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); | |
|     } | |
| } | |
| 
 | |
| bool    ImGui_ImplDX11_CreateDeviceObjects() | |
| { | |
|     if (!g_pd3dDevice) | |
|         return false; | |
|     if (g_pFontSampler) | |
|         ImGui_ImplDX11_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 DX11 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 (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) | |
|         { | |
|             vertexShaderBlob->Release(); | |
|             return false; | |
|         } | |
| 
 | |
|         // Create the input layout | |
|         D3D11_INPUT_ELEMENT_DESC local_layout[] = | |
|         { | |
|             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
|             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)IM_OFFSETOF(ImDrawVert, uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
|             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
|         }; | |
|         if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) | |
|         { | |
|             vertexShaderBlob->Release(); | |
|             return false; | |
|         } | |
|         vertexShaderBlob->Release(); | |
| 
 | |
|         // Create the constant buffer | |
|         { | |
|             D3D11_BUFFER_DESC desc; | |
|             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); | |
|             desc.Usage = D3D11_USAGE_DYNAMIC; | |
|             desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | |
|             desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
|             desc.MiscFlags = 0; | |
|             g_pd3dDevice->CreateBuffer(&desc, NULL, &g_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 (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) | |
|         { | |
|             pixelShaderBlob->Release(); | |
|             return false; | |
|         } | |
|         pixelShaderBlob->Release(); | |
|     } | |
| 
 | |
|     // Create the blending setup | |
|     { | |
|         D3D11_BLEND_DESC desc; | |
|         ZeroMemory(&desc, sizeof(desc)); | |
|         desc.AlphaToCoverageEnable = false; | |
|         desc.RenderTarget[0].BlendEnable = true; | |
|         desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; | |
|         desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; | |
|         desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; | |
|         desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; | |
|         desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; | |
|         desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; | |
|         desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; | |
|         g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); | |
|     } | |
| 
 | |
|     // Create the rasterizer state | |
|     { | |
|         D3D11_RASTERIZER_DESC desc; | |
|         ZeroMemory(&desc, sizeof(desc)); | |
|         desc.FillMode = D3D11_FILL_SOLID; | |
|         desc.CullMode = D3D11_CULL_NONE; | |
|         desc.ScissorEnable = true; | |
|         desc.DepthClipEnable = true; | |
|         g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); | |
|     } | |
| 
 | |
|     // Create depth-stencil State | |
|     { | |
|         D3D11_DEPTH_STENCIL_DESC desc; | |
|         ZeroMemory(&desc, sizeof(desc)); | |
|         desc.DepthEnable = false; | |
|         desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; | |
|         desc.DepthFunc = D3D11_COMPARISON_ALWAYS; | |
|         desc.StencilEnable = false; | |
|         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; | |
|         desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; | |
|         desc.BackFace = desc.FrontFace; | |
|         g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); | |
|     } | |
| 
 | |
|     ImGui_ImplDX11_CreateFontsTexture(); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void    ImGui_ImplDX11_InvalidateDeviceObjects() | |
| { | |
|     if (!g_pd3dDevice) | |
|         return; | |
| 
 | |
|     if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } | |
|     if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. | |
|     if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } | |
|     if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } | |
| 
 | |
|     if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } | |
|     if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } | |
|     if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } | |
|     if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } | |
|     if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } | |
|     if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } | |
|     if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } | |
| } | |
| 
 | |
| bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) | |
| { | |
|     // Setup back-end capabilities flags | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     io.BackendRendererName = "imgui_impl_dx11"; | |
|     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) | |
|             { | |
|                 g_pd3dDevice = device; | |
|                 g_pd3dDeviceContext = device_context; | |
|                 g_pFactory = pFactory; | |
|             } | |
|     if (pDXGIDevice) pDXGIDevice->Release(); | |
|     if (pDXGIAdapter) pDXGIAdapter->Release(); | |
|     g_pd3dDevice->AddRef(); | |
|     g_pd3dDeviceContext->AddRef(); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplDX11_Shutdown() | |
| { | |
|     ImGui_ImplDX11_InvalidateDeviceObjects(); | |
|     if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } | |
|     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } | |
|     if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; } | |
| } | |
| 
 | |
| void ImGui_ImplDX11_NewFrame() | |
| { | |
|     if (!g_pFontSampler) | |
|         ImGui_ImplDX11_CreateDeviceObjects(); | |
| }
 | |
| 
 |