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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 binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! | |
| //  [X] Renderer: Large meshes support (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) | |
| //  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" | |
| #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((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* 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(nullptr); | |
| 
 | |
|     // 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 = nullptr; } | |
|         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, 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; | |
|         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, 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* 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_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(); | |
|     } | |
| 
 | |
|     // 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 = nullptr; | |
|         D3D10_SUBRESOURCE_DATA subResource; | |
|         subResource.pSysMem = pixels; | |
|         subResource.SysMemPitch = desc.Width * 4; | |
|         subResource.SysMemSlicePitch = 0; | |
|         bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); | |
|         IM_ASSERT(pTexture != nullptr); | |
| 
 | |
|         // 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 | |
|     // (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_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), 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)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_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); | |
|     } | |
| 
 | |
|     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 = nullptr; } | |
|     if (bd->pFontTextureView)       { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. | |
|     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(); | |
|     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. | |
|  | |
|     // 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; | |
|     IM_DELETE(bd); | |
| } | |
| 
 | |
| void ImGui_ImplDX10_NewFrame() | |
| { | |
|     ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); | |
|     IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX10_Init()?"); | |
| 
 | |
|     if (!bd->pFontSampler) | |
|         ImGui_ImplDX10_CreateDeviceObjects(); | |
| }
 | |
| 
 |