592 lines
27 KiB
C++
592 lines
27 KiB
C++
// dear imgui: Renderer Backend for DirectX10
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// This needs to be used along with a Platform Backend (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 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).
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// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
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// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 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.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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// 2016-05-07: DirectX10: Disabling depth-write.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_dx10.h"
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// DirectX
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#include <stdio.h>
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#include <d3d10_1.h>
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#include <d3d10.h>
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#include <d3dcompiler.h>
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#ifdef _MSC_VER
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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#endif
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// DirectX data
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struct ImGui_ImplDX10_Data
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{
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ID3D10Device* pd3dDevice;
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IDXGIFactory* pFactory;
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ID3D10Buffer* pVB;
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ID3D10Buffer* pIB;
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ID3D10VertexShader* pVertexShader;
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ID3D10InputLayout* pInputLayout;
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ID3D10Buffer* pVertexConstantBuffer;
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ID3D10PixelShader* pPixelShader;
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ID3D10SamplerState* pFontSampler;
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ID3D10ShaderResourceView* pFontTextureView;
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ID3D10RasterizerState* pRasterizerState;
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ID3D10BlendState* pBlendState;
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ID3D10DepthStencilState* pDepthStencilState;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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struct VERTEX_CONSTANT_BUFFER_DX10
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{
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float mvp[4][4];
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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// Setup viewport
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D3D10_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D10_VIEWPORT));
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vp.Width = (UINT)draw_data->DisplaySize.x;
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vp.Height = (UINT)draw_data->DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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device->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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device->IASetInputLayout(bd->pInputLayout);
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device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
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device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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device->VSSetShader(bd->pVertexShader);
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device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
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device->PSSetShader(bd->pPixelShader);
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device->PSSetSamplers(0, 1, &bd->pFontSampler);
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device->GSSetShader(nullptr);
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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device->RSSetState(bd->pRasterizerState);
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}
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// Render function
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void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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ID3D10Device* device = bd->pd3dDevice;
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// Create and grow vertex/index buffers if needed
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
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return;
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}
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
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return;
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}
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// Copy and convert all vertices into a single contiguous buffer
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ImDrawVert* vtx_dst = nullptr;
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ImDrawIdx* idx_dst = nullptr;
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bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += draw_list->VtxBuffer.Size;
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idx_dst += draw_list->IdxBuffer.Size;
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}
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bd->pVB->Unmap();
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bd->pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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// 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.
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{
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void* mapped_resource;
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if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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bd->pVertexConstantBuffer->Unmap();
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX10_STATE
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{
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UINT ScissorRectsCount, ViewportsCount;
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D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D10RasterizerState* RS;
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ID3D10BlendState* BlendState;
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FLOAT BlendFactor[4];
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UINT SampleMask;
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UINT StencilRef;
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ID3D10DepthStencilState* DepthStencilState;
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ID3D10ShaderResourceView* PSShaderResource;
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ID3D10SamplerState* PSSampler;
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ID3D10PixelShader* PS;
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ID3D10VertexShader* VS;
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ID3D10GeometryShader* GS;
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D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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DXGI_FORMAT IndexBufferFormat;
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ID3D10InputLayout* InputLayout;
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};
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BACKUP_DX10_STATE old = {};
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old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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device->RSGetViewports(&old.ViewportsCount, old.Viewports);
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device->RSGetState(&old.RS);
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device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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device->PSGetShaderResources(0, 1, &old.PSShaderResource);
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device->PSGetSamplers(0, 1, &old.PSSampler);
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device->PSGetShader(&old.PS);
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device->VSGetShader(&old.VS);
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device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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device->GSGetShader(&old.GS);
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device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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device->IAGetInputLayout(&old.InputLayout);
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// Setup desired DX state
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ImGui_ImplDX10_SetupRenderState(draw_data, device);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX10_SetupRenderState(draw_data, device);
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else
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pcmd->UserCallback(draw_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply scissor/clipping rectangle
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const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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device->RSSetScissorRects(1, &r);
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// Bind texture, Draw
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ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
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device->PSSetShaderResources(0, 1, &texture_srv);
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device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
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}
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}
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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// Restore modified DX state
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device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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device->RSSetViewports(old.ViewportsCount, old.Viewports);
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device->RSSetState(old.RS); if (old.RS) old.RS->Release();
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device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
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device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
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device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
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device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
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device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
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device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
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device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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device->IASetPrimitiveTopology(old.PrimitiveTopology);
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device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
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device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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}
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static void ImGui_ImplDX10_CreateFontsTexture()
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{
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// Build texture atlas
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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{
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D3D10_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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ID3D10Texture2D* pTexture = nullptr;
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D3D10_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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IM_ASSERT(pTexture != nullptr);
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// Create texture view
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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ZeroMemory(&srv_desc, sizeof(srv_desc));
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srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MipLevels = desc.MipLevels;
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srv_desc.Texture2D.MostDetailedMip = 0;
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
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pTexture->Release();
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}
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
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// Create texture sampler
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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{
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D3D10_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
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desc.MipLODBias = 0.f;
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desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
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}
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}
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bool ImGui_ImplDX10_CreateDeviceObjects()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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if (!bd->pd3dDevice)
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return false;
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if (bd->pFontSampler)
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ImGui_ImplDX10_InvalidateDeviceObjects();
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX10 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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// Create the vertex shader
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{
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(b0) \
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{\
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}";
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ID3DBlob* vertexShaderBlob;
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
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{
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vertexShaderBlob->Release();
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return false;
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}
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// Create the input layout
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D3D10_INPUT_ELEMENT_DESC local_layout[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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};
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if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
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{
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vertexShaderBlob->Release();
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return false;
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}
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vertexShaderBlob->Release();
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// Create the constant buffer
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{
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D3D10_BUFFER_DESC desc;
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desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
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}
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}
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// Create the pixel shader
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{
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static const char* pixelShader =
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"struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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sampler sampler0;\
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Texture2D texture0;\
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
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return out_col; \
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}";
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ID3DBlob* pixelShaderBlob;
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if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
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return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
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{
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pixelShaderBlob->Release();
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return false;
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}
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pixelShaderBlob->Release();
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}
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// Create the blending setup
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{
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D3D10_BLEND_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.AlphaToCoverageEnable = false;
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desc.BlendEnable[0] = true;
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desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
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desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
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desc.BlendOp = D3D10_BLEND_OP_ADD;
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desc.SrcBlendAlpha = D3D10_BLEND_ONE;
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desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
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desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
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bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
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}
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// Create the rasterizer state
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{
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D3D10_RASTERIZER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.FillMode = D3D10_FILL_SOLID;
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desc.CullMode = D3D10_CULL_NONE;
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desc.ScissorEnable = true;
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desc.DepthClipEnable = true;
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bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
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}
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// Create depth-stencil State
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{
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D3D10_DEPTH_STENCIL_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.DepthEnable = false;
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desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
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desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
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desc.StencilEnable = false;
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desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
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desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
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desc.BackFace = desc.FrontFace;
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bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
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}
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ImGui_ImplDX10_CreateFontsTexture();
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return true;
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}
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void ImGui_ImplDX10_InvalidateDeviceObjects()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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if (!bd->pd3dDevice)
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return;
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if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
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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.
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
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if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
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if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
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if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
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if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
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if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
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if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
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if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
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}
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bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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ImGuiIO& io = ImGui::GetIO();
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IMGUI_CHECKVERSION();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_dx10";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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// Get factory from device
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IDXGIDevice* pDXGIDevice = nullptr;
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IDXGIAdapter* pDXGIAdapter = nullptr;
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IDXGIFactory* pFactory = nullptr;
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if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
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if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
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if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
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{
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bd->pd3dDevice = device;
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bd->pFactory = pFactory;
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}
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if (pDXGIDevice) pDXGIDevice->Release();
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if (pDXGIAdapter) pDXGIAdapter->Release();
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bd->pd3dDevice->AddRef();
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return true;
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}
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void ImGui_ImplDX10_Shutdown()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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if (bd->pFactory) { bd->pFactory->Release(); }
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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IM_DELETE(bd);
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}
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void ImGui_ImplDX10_NewFrame()
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{
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
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if (!bd->pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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}
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//-----------------------------------------------------------------------------
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#endif // #ifndef IMGUI_DISABLE
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