summaryrefslogblamecommitdiffstats
path: root/lib/imgui-1.90.7/backends/imgui_impl_dx10.cpp
blob: 9691b49fdff416797e1b3ac8963dd9aa8885eee4 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590













































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                             
// 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.
// Learn about Dear ImGui:
// - FAQ                  https://dearimgui.com/faq
// - Getting Started      https://dearimgui.com/getting-started
// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
//  2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
//  2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
//  2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
//  2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
//  2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
//  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
//  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
//  2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
//  2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
//  2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
//  2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
//  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
//  2016-05-07: DirectX10: Disabling depth-write.

#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx10.h"

// DirectX
#include <stdio.h>
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif

// 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)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (UINT)offsetof(ImDrawVert, uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
        };
        if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
        {
            vertexShaderBlob->Release();
            return false;
        }
        vertexShaderBlob->Release();

        // Create the constant buffer
        {
            D3D10_BUFFER_DESC desc;
            desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
            desc.Usage = D3D10_USAGE_DYNAMIC;
            desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
            desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
            desc.MiscFlags = 0;
            bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
        }
    }

    // Create the pixel shader
    {
        static const char* pixelShader =
            "struct PS_INPUT\
            {\
            float4 pos : SV_POSITION;\
            float4 col : COLOR0;\
            float2 uv  : TEXCOORD0;\
            };\
            sampler sampler0;\
            Texture2D texture0;\
            \
            float4 main(PS_INPUT input) : SV_Target\
            {\
            float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
            return out_col; \
            }";

        ID3DBlob* pixelShaderBlob;
        if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
            return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
        if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
        {
            pixelShaderBlob->Release();
            return false;
        }
        pixelShaderBlob->Release();
    }

    // Create the blending setup
    {
        D3D10_BLEND_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.AlphaToCoverageEnable = false;
        desc.BlendEnable[0] = true;
        desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
        desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
        desc.BlendOp = D3D10_BLEND_OP_ADD;
        desc.SrcBlendAlpha = D3D10_BLEND_ONE;
        desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
        desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
        desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
        bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
    }

    // Create the rasterizer state
    {
        D3D10_RASTERIZER_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.FillMode = D3D10_FILL_SOLID;
        desc.CullMode = D3D10_CULL_NONE;
        desc.ScissorEnable = true;
        desc.DepthClipEnable = true;
        bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
    }

    // Create depth-stencil State
    {
        D3D10_DEPTH_STENCIL_DESC desc;
        ZeroMemory(&desc, sizeof(desc));
        desc.DepthEnable = false;
        desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
        desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
        desc.StencilEnable = false;
        desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
        desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
        desc.BackFace = desc.FrontFace;
        bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
    }

    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();
    IMGUI_CHECKVERSION();
    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");

    // Setup backend capabilities flags
    ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
    io.BackendRendererUserData = (void*)bd;
    io.BackendRendererName = "imgui_impl_dx10";
    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.

    // 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 && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");

    if (!bd->pFontSampler)
        ImGui_ImplDX10_CreateDeviceObjects();
}

//-----------------------------------------------------------------------------

#endif // #ifndef IMGUI_DISABLE