Nuklear/demo/d3d11/nuklear_d3d11.h
b-aaz fb474874db Added required includes to the platform headers .
Added missing include decelerations and in one case removed an unnecessary
one form the platform headers in the demo/ directory .
2024-01-20 16:16:45 +03:30

634 lines
21 KiB
C

/*
* 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 <windows.h>
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 <d3d11.h>
#include <stdlib.h>
#include <stddef.h>
#include <string.h>
#include <float.h>
#include <assert.h>
#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