Examples: DirectX11: explicitly set rasterizer state.

This commit is contained in:
ocornut 2015-05-18 21:38:17 +01:00
parent 097fe51f97
commit b6f3c97e3b

View File

@ -26,7 +26,8 @@ static ID3D10Blob * g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL; static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL; static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL; static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11BlendState* g_blendState = NULL; static ID3D11RasterizerState* g_pRasterizerState = NULL;
static ID3D11BlendState* g_pBlendState = NULL;
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed. static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
struct VERTEX_CONSTANT_BUFFER struct VERTEX_CONSTANT_BUFFER
@ -100,7 +101,8 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
// Setup render state // Setup render state
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff); g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
// Render command lists // Render command lists
int vtx_offset = 0; int vtx_offset = 0;
@ -339,19 +341,30 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_blendState); g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
} }
// Create the vertex buffer // Create the vertex buffer
{ {
D3D11_BUFFER_DESC bufferDesc; D3D11_BUFFER_DESC desc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert); desc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0; desc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
return false; return false;
} }
@ -369,7 +382,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; } if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_blendState) { g_blendState->Release(); g_blendState = NULL; } if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }