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Diffstat (limited to 'lib/imgui-1.90.7/backends/imgui_impl_dx10.cpp')
| -rw-r--r-- | lib/imgui-1.90.7/backends/imgui_impl_dx10.cpp | 590 |
1 files changed, 0 insertions, 590 deletions
diff --git a/lib/imgui-1.90.7/backends/imgui_impl_dx10.cpp b/lib/imgui-1.90.7/backends/imgui_impl_dx10.cpp deleted file mode 100644 index 9691b49..0000000 --- a/lib/imgui-1.90.7/backends/imgui_impl_dx10.cpp +++ /dev/null @@ -1,590 +0,0 @@ -// 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 |
