/* * Nuklear - 1.32.0 - public domain * no warrenty implied; use at your own risk. * authored from 2015-2016 by Micha Mettke */ /* * ============================================================== * * API * * =============================================================== */ #ifndef NK_D3D11_H_ #define NK_D3D11_H_ #define WIN32_LEAN_AND_MEAN #include typedef struct ID3D11Device ID3D11Device; typedef struct ID3D11DeviceContext ID3D11DeviceContext; NK_API struct nk_context *nk_d3d11_init(ID3D11Device *device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer); NK_API void nk_d3d11_font_stash_begin(struct nk_font_atlas **atlas); NK_API void nk_d3d11_font_stash_end(void); NK_API int nk_d3d11_handle_event(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam); NK_API void nk_d3d11_render(ID3D11DeviceContext *context, enum nk_anti_aliasing); NK_API void nk_d3d11_resize(ID3D11DeviceContext *context, int width, int height); NK_API void nk_d3d11_shutdown(void); #endif /* * ============================================================== * * IMPLEMENTATION * * =============================================================== */ #ifdef NK_D3D11_IMPLEMENTATION #define WIN32_LEAN_AND_MEAN #define COBJMACROS #include #include #include #include #include #include #include "nuklear_d3d11_vertex_shader.h" #include "nuklear_d3d11_pixel_shader.h" struct nk_d3d11_vertex { float position[2]; float uv[2]; nk_byte col[4]; }; static struct { struct nk_context ctx; struct nk_font_atlas atlas; struct nk_buffer cmds; struct nk_draw_null_texture tex_null; unsigned int max_vertex_buffer; unsigned int max_index_buffer; D3D11_VIEWPORT viewport; ID3D11Device *device; ID3D11RasterizerState *rasterizer_state; ID3D11VertexShader *vertex_shader; ID3D11InputLayout *input_layout; ID3D11Buffer *const_buffer; ID3D11PixelShader *pixel_shader; ID3D11BlendState *blend_state; ID3D11Buffer *index_buffer; ID3D11Buffer *vertex_buffer; ID3D11ShaderResourceView *font_texture_view; ID3D11SamplerState *sampler_state; } d3d11; NK_API void nk_d3d11_render(ID3D11DeviceContext *context, enum nk_anti_aliasing AA) { const float blend_factor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; const UINT stride = sizeof(struct nk_d3d11_vertex); const UINT offset = 0; #ifdef NK_UINT_DRAW_INDEX DXGI_FORMAT index_buffer_format = DXGI_FORMAT_R32_UINT; #else DXGI_FORMAT index_buffer_format = DXGI_FORMAT_R16_UINT; #endif ID3D11DeviceContext_IASetInputLayout(context, d3d11.input_layout); ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &d3d11.vertex_buffer, &stride, &offset); ID3D11DeviceContext_IASetIndexBuffer(context, d3d11.index_buffer, index_buffer_format, 0); ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ID3D11DeviceContext_VSSetShader(context, d3d11.vertex_shader, NULL, 0); ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &d3d11.const_buffer); ID3D11DeviceContext_PSSetShader(context, d3d11.pixel_shader, NULL, 0); ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &d3d11.sampler_state); ID3D11DeviceContext_OMSetBlendState(context, d3d11.blend_state, blend_factor, 0xffffffff); ID3D11DeviceContext_RSSetState(context, d3d11.rasterizer_state); ID3D11DeviceContext_RSSetViewports(context, 1, &d3d11.viewport); /* Convert from command queue into draw list and draw to screen */ {/* load draw vertices & elements directly into vertex + element buffer */ D3D11_MAPPED_SUBRESOURCE vertices; D3D11_MAPPED_SUBRESOURCE indices; const struct nk_draw_command *cmd; UINT offset = 0; HRESULT hr; hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.vertex_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &vertices); NK_ASSERT(SUCCEEDED(hr)); hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.index_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &indices); NK_ASSERT(SUCCEEDED(hr)); {/* fill converting configuration */ struct nk_convert_config config; NK_STORAGE const struct nk_draw_vertex_layout_element vertex_layout[] = { {NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d11_vertex, position)}, {NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_d3d11_vertex, uv)}, {NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_d3d11_vertex, col)}, {NK_VERTEX_LAYOUT_END} }; memset(&config, 0, sizeof(config)); config.vertex_layout = vertex_layout; config.vertex_size = sizeof(struct nk_d3d11_vertex); config.vertex_alignment = NK_ALIGNOF(struct nk_d3d11_vertex); config.global_alpha = 1.0f; config.shape_AA = AA; config.line_AA = AA; config.circle_segment_count = 22; config.curve_segment_count = 22; config.arc_segment_count = 22; config.tex_null = d3d11.tex_null; {/* setup buffers to load vertices and elements */ struct nk_buffer vbuf, ibuf; nk_buffer_init_fixed(&vbuf, vertices.pData, (size_t)d3d11.max_vertex_buffer); nk_buffer_init_fixed(&ibuf, indices.pData, (size_t)d3d11.max_index_buffer); nk_convert(&d3d11.ctx, &d3d11.cmds, &vbuf, &ibuf, &config);} } ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.vertex_buffer, 0); ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.index_buffer, 0); /* iterate over and execute each draw command */ nk_draw_foreach(cmd, &d3d11.ctx, &d3d11.cmds) { D3D11_RECT scissor; ID3D11ShaderResourceView *texture_view = (ID3D11ShaderResourceView *)cmd->texture.ptr; if (!cmd->elem_count) continue; scissor.left = (LONG)cmd->clip_rect.x; scissor.right = (LONG)(cmd->clip_rect.x + cmd->clip_rect.w); scissor.top = (LONG)cmd->clip_rect.y; scissor.bottom = (LONG)(cmd->clip_rect.y + cmd->clip_rect.h); ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &texture_view); ID3D11DeviceContext_RSSetScissorRects(context, 1, &scissor); ID3D11DeviceContext_DrawIndexed(context, (UINT)cmd->elem_count, offset, 0); offset += cmd->elem_count; } nk_clear(&d3d11.ctx); nk_buffer_clear(&d3d11.cmds);} } static void nk_d3d11_get_projection_matrix(int width, int height, float *result) { const float L = 0.0f; const float R = (float)width; const float T = 0.0f; const float B = (float)height; float matrix[4][4] = { { 0.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f }, { 0.0f, 0.0f, 0.5f, 1.0f }, }; matrix[0][0] = 2.0f / (R - L); matrix[1][1] = 2.0f / (T - B); matrix[3][0] = (R + L) / (L - R); matrix[3][1] = (T + B) / (B - T); memcpy(result, matrix, sizeof(matrix)); } NK_API void nk_d3d11_resize(ID3D11DeviceContext *context, int width, int height) { D3D11_MAPPED_SUBRESOURCE mapped; if (SUCCEEDED(ID3D11DeviceContext_Map(context, (ID3D11Resource *)d3d11.const_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped))) { nk_d3d11_get_projection_matrix(width, height, (float *)mapped.pData); ID3D11DeviceContext_Unmap(context, (ID3D11Resource *)d3d11.const_buffer, 0); d3d11.viewport.Width = (float)width; d3d11.viewport.Height = (float)height; } } NK_API int nk_d3d11_handle_event(HWND wnd, UINT msg, WPARAM wparam, LPARAM lparam) { switch (msg) { case WM_KEYDOWN: case WM_KEYUP: case WM_SYSKEYDOWN: case WM_SYSKEYUP: { int down = !((lparam >> 31) & 1); int ctrl = GetKeyState(VK_CONTROL) & (1 << 15); switch (wparam) { case VK_SHIFT: case VK_LSHIFT: case VK_RSHIFT: nk_input_key(&d3d11.ctx, NK_KEY_SHIFT, down); return 1; case VK_DELETE: nk_input_key(&d3d11.ctx, NK_KEY_DEL, down); return 1; case VK_RETURN: nk_input_key(&d3d11.ctx, NK_KEY_ENTER, down); return 1; case VK_TAB: nk_input_key(&d3d11.ctx, NK_KEY_TAB, down); return 1; case VK_LEFT: if (ctrl) nk_input_key(&d3d11.ctx, NK_KEY_TEXT_WORD_LEFT, down); else nk_input_key(&d3d11.ctx, NK_KEY_LEFT, down); return 1; case VK_RIGHT: if (ctrl) nk_input_key(&d3d11.ctx, NK_KEY_TEXT_WORD_RIGHT, down); else nk_input_key(&d3d11.ctx, NK_KEY_RIGHT, down); return 1; case VK_BACK: nk_input_key(&d3d11.ctx, NK_KEY_BACKSPACE, down); return 1; case VK_HOME: nk_input_key(&d3d11.ctx, NK_KEY_TEXT_START, down); nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_START, down); return 1; case VK_END: nk_input_key(&d3d11.ctx, NK_KEY_TEXT_END, down); nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_END, down); return 1; case VK_NEXT: nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_DOWN, down); return 1; case VK_PRIOR: nk_input_key(&d3d11.ctx, NK_KEY_SCROLL_UP, down); return 1; case 'C': if (ctrl) { nk_input_key(&d3d11.ctx, NK_KEY_COPY, down); return 1; } break; case 'V': if (ctrl) { nk_input_key(&d3d11.ctx, NK_KEY_PASTE, down); return 1; } break; case 'X': if (ctrl) { nk_input_key(&d3d11.ctx, NK_KEY_CUT, down); return 1; } break; case 'Z': if (ctrl) { nk_input_key(&d3d11.ctx, NK_KEY_TEXT_UNDO, down); return 1; } break; case 'R': if (ctrl) { nk_input_key(&d3d11.ctx, NK_KEY_TEXT_REDO, down); return 1; } break; } return 0; } case WM_CHAR: if (wparam >= 32) { nk_input_unicode(&d3d11.ctx, (nk_rune)wparam); return 1; } break; case WM_LBUTTONDOWN: nk_input_button(&d3d11.ctx, NK_BUTTON_LEFT, (short)LOWORD(lparam), (short)HIWORD(lparam), 1); SetCapture(wnd); return 1; case WM_LBUTTONUP: nk_input_button(&d3d11.ctx, NK_BUTTON_DOUBLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 0); nk_input_button(&d3d11.ctx, NK_BUTTON_LEFT, (short)LOWORD(lparam), (short)HIWORD(lparam), 0); ReleaseCapture(); return 1; case WM_RBUTTONDOWN: nk_input_button(&d3d11.ctx, NK_BUTTON_RIGHT, (short)LOWORD(lparam), (short)HIWORD(lparam), 1); SetCapture(wnd); return 1; case WM_RBUTTONUP: nk_input_button(&d3d11.ctx, NK_BUTTON_RIGHT, (short)LOWORD(lparam), (short)HIWORD(lparam), 0); ReleaseCapture(); return 1; case WM_MBUTTONDOWN: nk_input_button(&d3d11.ctx, NK_BUTTON_MIDDLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 1); SetCapture(wnd); return 1; case WM_MBUTTONUP: nk_input_button(&d3d11.ctx, NK_BUTTON_MIDDLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 0); ReleaseCapture(); return 1; case WM_MOUSEWHEEL: nk_input_scroll(&d3d11.ctx, nk_vec2(0,(float)(short)HIWORD(wparam) / WHEEL_DELTA)); return 1; case WM_MOUSEMOVE: nk_input_motion(&d3d11.ctx, (short)LOWORD(lparam), (short)HIWORD(lparam)); return 1; case WM_LBUTTONDBLCLK: nk_input_button(&d3d11.ctx, NK_BUTTON_DOUBLE, (short)LOWORD(lparam), (short)HIWORD(lparam), 1); return 1; } return 0; } static void nk_d3d11_clipboard_paste(nk_handle usr, struct nk_text_edit *edit) { (void)usr; if (IsClipboardFormatAvailable(CF_UNICODETEXT) && OpenClipboard(NULL)) { HGLOBAL mem = GetClipboardData(CF_UNICODETEXT); if (mem) { SIZE_T size = GlobalSize(mem) - 1; if (size) { LPCWSTR wstr = (LPCWSTR)GlobalLock(mem); if (wstr) { int utf8size = WideCharToMultiByte(CP_UTF8, 0, wstr, size / sizeof(wchar_t), NULL, 0, NULL, NULL); if (utf8size) { char* utf8 = (char*)malloc(utf8size); if (utf8) { WideCharToMultiByte(CP_UTF8, 0, wstr, size / sizeof(wchar_t), utf8, utf8size, NULL, NULL); nk_textedit_paste(edit, utf8, utf8size); free(utf8); } } GlobalUnlock(mem); } } } CloseClipboard(); } } static void nk_d3d11_clipboard_copy(nk_handle usr, const char *text, int len) { (void)usr; if (OpenClipboard(NULL)) { int wsize = MultiByteToWideChar(CP_UTF8, 0, text, len, NULL, 0); if (wsize) { HGLOBAL mem = GlobalAlloc(GMEM_MOVEABLE, (wsize + 1) * sizeof(wchar_t)); if (mem) { wchar_t* wstr = (wchar_t*)GlobalLock(mem); if (wstr) { MultiByteToWideChar(CP_UTF8, 0, text, len, wstr, wsize); wstr[wsize] = 0; GlobalUnlock(mem); SetClipboardData(CF_UNICODETEXT, mem); } } } CloseClipboard(); } } NK_API struct nk_context* nk_d3d11_init(ID3D11Device *device, int width, int height, unsigned int max_vertex_buffer, unsigned int max_index_buffer) { HRESULT hr; d3d11.max_vertex_buffer = max_vertex_buffer; d3d11.max_index_buffer = max_index_buffer; d3d11.device = device; ID3D11Device_AddRef(device); nk_init_default(&d3d11.ctx, 0); d3d11.ctx.clip.copy = nk_d3d11_clipboard_copy; d3d11.ctx.clip.paste = nk_d3d11_clipboard_paste; d3d11.ctx.clip.userdata = nk_handle_ptr(0); nk_buffer_init_default(&d3d11.cmds); {/* rasterizer state */ D3D11_RASTERIZER_DESC desc; memset(&desc, 0, sizeof(desc)); desc.FillMode = D3D11_FILL_SOLID; desc.CullMode = D3D11_CULL_NONE; desc.FrontCounterClockwise = FALSE; desc.DepthBias = 0; desc.DepthBiasClamp = 0; desc.SlopeScaledDepthBias = 0.0f; desc.DepthClipEnable = TRUE; desc.ScissorEnable = TRUE; desc.MultisampleEnable = FALSE; desc.AntialiasedLineEnable = FALSE; hr = ID3D11Device_CreateRasterizerState(device,&desc, &d3d11.rasterizer_state); NK_ASSERT(SUCCEEDED(hr));} /* vertex shader */ {hr = ID3D11Device_CreateVertexShader(device,nk_d3d11_vertex_shader, sizeof(nk_d3d11_vertex_shader), NULL, &d3d11.vertex_shader); NK_ASSERT(SUCCEEDED(hr));} /* input layout */ {const D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(struct nk_d3d11_vertex, position), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(struct nk_d3d11_vertex, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(struct nk_d3d11_vertex, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; hr = ID3D11Device_CreateInputLayout(device,layout, ARRAYSIZE(layout), nk_d3d11_vertex_shader, sizeof(nk_d3d11_vertex_shader), &d3d11.input_layout); NK_ASSERT(SUCCEEDED(hr));} /* constant buffer */ {float matrix[4*4]; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(desc)); desc.ByteWidth = sizeof(matrix); desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; {D3D11_SUBRESOURCE_DATA data; data.pSysMem = matrix; data.SysMemPitch = 0; data.SysMemSlicePitch = 0; nk_d3d11_get_projection_matrix(width, height, matrix); hr = ID3D11Device_CreateBuffer(device, &desc, &data, &d3d11.const_buffer); NK_ASSERT(SUCCEEDED(hr));}} /* pixel shader */ {hr = ID3D11Device_CreatePixelShader(device, nk_d3d11_pixel_shader, sizeof(nk_d3d11_pixel_shader), NULL, &d3d11.pixel_shader); NK_ASSERT(SUCCEEDED(hr));} {/* blend state */ D3D11_BLEND_DESC desc; memset(&desc, 0, sizeof(desc)); desc.AlphaToCoverageEnable = FALSE; desc.RenderTarget[0].BlendEnable = TRUE; desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; hr = ID3D11Device_CreateBlendState(device, &desc, &d3d11.blend_state); NK_ASSERT(SUCCEEDED(hr));} /* vertex buffer */ {D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(desc)); desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = max_vertex_buffer; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &d3d11.vertex_buffer); NK_ASSERT(SUCCEEDED(hr));} /* index buffer */ {D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(desc)); desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = max_index_buffer; desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &d3d11.index_buffer); NK_ASSERT(SUCCEEDED(hr));} /* sampler state */ {D3D11_SAMPLER_DESC desc; memset(&desc, 0, sizeof(desc)); desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; desc.MipLODBias = 0.0f; desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; desc.MinLOD = 0.0f; desc.MaxLOD = FLT_MAX; hr = ID3D11Device_CreateSamplerState(device, &desc, &d3d11.sampler_state); NK_ASSERT(SUCCEEDED(hr));} /* viewport */ {d3d11.viewport.TopLeftX = 0.0f; d3d11.viewport.TopLeftY = 0.0f; d3d11.viewport.Width = (float)width; d3d11.viewport.Height = (float)height; d3d11.viewport.MinDepth = 0.0f; d3d11.viewport.MaxDepth = 1.0f;} return &d3d11.ctx; } NK_API void nk_d3d11_font_stash_begin(struct nk_font_atlas **atlas) { nk_font_atlas_init_default(&d3d11.atlas); nk_font_atlas_begin(&d3d11.atlas); *atlas = &d3d11.atlas; } NK_API void nk_d3d11_font_stash_end(void) { const void *image; int w, h; image = nk_font_atlas_bake(&d3d11.atlas, &w, &h, NK_FONT_ATLAS_RGBA32); /* upload font to texture and create texture view */ {ID3D11Texture2D *font_texture; HRESULT hr; D3D11_TEXTURE2D_DESC desc; memset(&desc, 0, sizeof(desc)); desc.Width = (UINT)w; desc.Height = (UINT)h; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; {D3D11_SUBRESOURCE_DATA data; data.pSysMem = image; data.SysMemPitch = (UINT)(w * 4); data.SysMemSlicePitch = 0; hr = ID3D11Device_CreateTexture2D(d3d11.device, &desc, &data, &font_texture); assert(SUCCEEDED(hr));} {D3D11_SHADER_RESOURCE_VIEW_DESC srv; memset(&srv, 0, sizeof(srv)); srv.Format = desc.Format; srv.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srv.Texture2D.MipLevels = 1; srv.Texture2D.MostDetailedMip = 0; hr = ID3D11Device_CreateShaderResourceView(d3d11.device, (ID3D11Resource *)font_texture, &srv, &d3d11.font_texture_view); assert(SUCCEEDED(hr));} ID3D11Texture2D_Release(font_texture);} nk_font_atlas_end(&d3d11.atlas, nk_handle_ptr(d3d11.font_texture_view), &d3d11.tex_null); if (d3d11.atlas.default_font) nk_style_set_font(&d3d11.ctx, &d3d11.atlas.default_font->handle); } NK_API void nk_d3d11_shutdown(void) { nk_font_atlas_clear(&d3d11.atlas); nk_buffer_free(&d3d11.cmds); nk_free(&d3d11.ctx); ID3D11SamplerState_Release(d3d11.sampler_state); ID3D11ShaderResourceView_Release(d3d11.font_texture_view); ID3D11Buffer_Release(d3d11.vertex_buffer); ID3D11Buffer_Release(d3d11.index_buffer); ID3D11BlendState_Release(d3d11.blend_state); ID3D11PixelShader_Release(d3d11.pixel_shader); ID3D11Buffer_Release(d3d11.const_buffer); ID3D11VertexShader_Release(d3d11.vertex_shader); ID3D11InputLayout_Release(d3d11.input_layout); ID3D11RasterizerState_Release(d3d11.rasterizer_state); ID3D11Device_Release(d3d11.device); } #endif