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authorgramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
committergramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
commita6501b5d7ad204c3b998c843c7ed68ef7be323ba (patch)
tree1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/backends/imgui_impl_dx9.cpp
parent6af7e785890a322f60c21a51e3d41cd9015e6773 (diff)
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more vks, stupid mutlistep build, and imgui
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+// dear imgui: Renderer Backend for DirectX9
+// This needs to be used along with a Platform Backend (e.g. Win32)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' 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)
+// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
+// 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).
+// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
+// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
+// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
+// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
+// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
+// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
+// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
+// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
+// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
+// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
+// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
+// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
+// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
+// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
+// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_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.
+
+#include "imgui.h"
+#ifndef IMGUI_DISABLE
+#include "imgui_impl_dx9.h"
+
+// DirectX
+#include <d3d9.h>
+
+// DirectX data
+struct ImGui_ImplDX9_Data
+{
+ LPDIRECT3DDEVICE9 pd3dDevice;
+ LPDIRECT3DVERTEXBUFFER9 pVB;
+ LPDIRECT3DINDEXBUFFER9 pIB;
+ LPDIRECT3DTEXTURE9 FontTexture;
+ int VertexBufferSize;
+ int IndexBufferSize;
+
+ ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
+};
+
+struct CUSTOMVERTEX
+{
+ float pos[3];
+ D3DCOLOR col;
+ float uv[2];
+};
+#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
+
+#ifdef IMGUI_USE_BGRA_PACKED_COLOR
+#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
+#else
+#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
+#endif
+
+// 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_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
+{
+ return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+}
+
+// Functions
+static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+
+ // Setup viewport
+ D3DVIEWPORT9 vp;
+ vp.X = vp.Y = 0;
+ vp.Width = (DWORD)draw_data->DisplaySize.x;
+ vp.Height = (DWORD)draw_data->DisplaySize.y;
+ vp.MinZ = 0.0f;
+ vp.MaxZ = 1.0f;
+ bd->pd3dDevice->SetViewport(&vp);
+
+ // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
+ bd->pd3dDevice->SetPixelShader(nullptr);
+ bd->pd3dDevice->SetVertexShader(nullptr);
+ bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
+ bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
+ bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
+ bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
+ bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
+ bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
+ bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
+ bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
+ bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
+ bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
+ bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
+ bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
+
+ // Setup orthographic projection matrix
+ // 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.
+ // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
+ {
+ float L = draw_data->DisplayPos.x + 0.5f;
+ float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
+ float T = draw_data->DisplayPos.y + 0.5f;
+ float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
+ D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
+ D3DMATRIX mat_projection =
+ { { {
+ 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,
+ (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
+ } } };
+ bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
+ bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
+ bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
+ }
+}
+
+// Render function.
+void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
+{
+ // Avoid rendering when minimized
+ if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
+ return;
+
+ // Create and grow buffers if needed
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+ bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 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;
+ if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
+ return;
+ }
+
+ // Backup the DX9 state
+ IDirect3DStateBlock9* d3d9_state_block = nullptr;
+ if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
+ return;
+ if (d3d9_state_block->Capture() < 0)
+ {
+ d3d9_state_block->Release();
+ return;
+ }
+
+ // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
+ D3DMATRIX last_world, last_view, last_projection;
+ bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
+ bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
+ bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
+
+ // Allocate buffers
+ CUSTOMVERTEX* vtx_dst;
+ ImDrawIdx* idx_dst;
+ if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
+ {
+ d3d9_state_block->Release();
+ return;
+ }
+ if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
+ {
+ bd->pVB->Unlock();
+ d3d9_state_block->Release();
+ return;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
+ // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
+ // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
+ // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
+ for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
+ {
+ vtx_dst->pos[0] = vtx_src->pos.x;
+ vtx_dst->pos[1] = vtx_src->pos.y;
+ vtx_dst->pos[2] = 0.0f;
+ vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
+ vtx_dst->uv[0] = vtx_src->uv.x;
+ vtx_dst->uv[1] = vtx_src->uv.y;
+ vtx_dst++;
+ vtx_src++;
+ }
+ memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
+ idx_dst += cmd_list->IdxBuffer.Size;
+ }
+ bd->pVB->Unlock();
+ bd->pIB->Unlock();
+ bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
+ bd->pd3dDevice->SetIndices(bd->pIB);
+ bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
+
+ // Setup desired DX state
+ ImGui_ImplDX9_SetupRenderState(draw_data);
+
+ // 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 != nullptr)
+ {
+ // 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_ImplDX9_SetupRenderState(draw_data);
+ 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, Bind texture, Draw
+ const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
+ const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
+ bd->pd3dDevice->SetTexture(0, texture);
+ bd->pd3dDevice->SetScissorRect(&r);
+ bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
+ }
+ }
+ global_idx_offset += cmd_list->IdxBuffer.Size;
+ global_vtx_offset += cmd_list->VtxBuffer.Size;
+ }
+
+ // Restore the DX9 transform
+ bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
+ bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
+ bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
+
+ // Restore the DX9 state
+ d3d9_state_block->Apply();
+ d3d9_state_block->Release();
+}
+
+bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ IMGUI_CHECKVERSION();
+ IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
+
+ // Setup backend capabilities flags
+ ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
+ io.BackendRendererUserData = (void*)bd;
+ io.BackendRendererName = "imgui_impl_dx9";
+ io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
+
+ bd->pd3dDevice = device;
+ bd->pd3dDevice->AddRef();
+
+ return true;
+}
+
+void ImGui_ImplDX9_Shutdown()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
+ ImGuiIO& io = ImGui::GetIO();
+
+ ImGui_ImplDX9_InvalidateDeviceObjects();
+ if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
+ io.BackendRendererName = nullptr;
+ io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
+ IM_DELETE(bd);
+}
+
+static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
+{
+ IDirect3D9* pd3d = nullptr;
+ if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
+ return false;
+ D3DDEVICE_CREATION_PARAMETERS param = {};
+ D3DDISPLAYMODE mode = {};
+ if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
+ {
+ pd3d->Release();
+ return false;
+ }
+ // Font texture should support linear filter, color blend and write to render-target
+ bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
+ pd3d->Release();
+ return support;
+}
+
+static bool ImGui_ImplDX9_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ unsigned char* pixels;
+ int width, height, bytes_per_pixel;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
+
+ // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+ const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
+ if (!rgba_support && io.Fonts->TexPixelsUseColors)
+ {
+ ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
+ for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
+ *dst = IMGUI_COL_TO_DX9_ARGB(*src);
+ pixels = (unsigned char*)dst_start;
+ }
+#else
+ const bool rgba_support = false;
+#endif
+
+ // Upload texture to graphics system
+ bd->FontTexture = nullptr;
+ if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
+ return false;
+ D3DLOCKED_RECT tex_locked_rect;
+ if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
+ return false;
+ for (int y = 0; y < height; y++)
+ memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
+ bd->FontTexture->UnlockRect(0);
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
+
+#ifndef IMGUI_USE_BGRA_PACKED_COLOR
+ if (!rgba_support && io.Fonts->TexPixelsUseColors)
+ ImGui::MemFree(pixels);
+#endif
+
+ return true;
+}
+
+bool ImGui_ImplDX9_CreateDeviceObjects()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return false;
+ if (!ImGui_ImplDX9_CreateFontsTexture())
+ return false;
+ return true;
+}
+
+void ImGui_ImplDX9_InvalidateDeviceObjects()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ if (!bd || !bd->pd3dDevice)
+ return;
+ if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
+ if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
+ if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
+}
+
+void ImGui_ImplDX9_NewFrame()
+{
+ ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplDX9_CreateDeviceObjects();
+}
+
+//-----------------------------------------------------------------------------
+
+#endif // #ifndef IMGUI_DISABLE