imgui_impl_dx9.cpp 25 KB

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  1. // dear imgui: Renderer Backend for DirectX9
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  6. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  8. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  9. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  10. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  11. // CHANGELOG
  12. // (minor and older changes stripped away, please see git history for details)
  13. // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  14. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  15. // 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).
  16. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  17. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  18. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  19. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  20. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  21. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  22. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  23. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  24. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  25. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  26. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  27. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  28. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  29. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  30. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  31. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  32. #include "imgui.h"
  33. #include "imgui_impl_dx9.h"
  34. // DirectX
  35. #include <d3d9.h>
  36. // DirectX data
  37. struct ImGui_ImplDX9_Data
  38. {
  39. LPDIRECT3DDEVICE9 pd3dDevice;
  40. LPDIRECT3DVERTEXBUFFER9 pVB;
  41. LPDIRECT3DINDEXBUFFER9 pIB;
  42. LPDIRECT3DTEXTURE9 FontTexture;
  43. int VertexBufferSize;
  44. int IndexBufferSize;
  45. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  46. };
  47. struct CUSTOMVERTEX
  48. {
  49. float pos[3];
  50. D3DCOLOR col;
  51. float uv[2];
  52. };
  53. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  54. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  55. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  56. #else
  57. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  58. #endif
  59. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  60. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  61. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  62. {
  63. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  64. }
  65. // Forward Declarations
  66. static void ImGui_ImplDX9_InitPlatformInterface();
  67. static void ImGui_ImplDX9_ShutdownPlatformInterface();
  68. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  69. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  70. // Functions
  71. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  72. {
  73. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  74. // Setup viewport
  75. D3DVIEWPORT9 vp;
  76. vp.X = vp.Y = 0;
  77. vp.Width = (DWORD)draw_data->DisplaySize.x;
  78. vp.Height = (DWORD)draw_data->DisplaySize.y;
  79. vp.MinZ = 0.0f;
  80. vp.MaxZ = 1.0f;
  81. bd->pd3dDevice->SetViewport(&vp);
  82. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  83. bd->pd3dDevice->SetPixelShader(nullptr);
  84. bd->pd3dDevice->SetVertexShader(nullptr);
  85. bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  86. bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  87. bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  88. bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  89. bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  90. bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  91. bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  92. bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  93. bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  94. bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  95. bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  96. bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  97. bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  98. bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  99. bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
  100. bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  101. bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  102. bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  103. bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
  104. bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
  105. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  106. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  107. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  108. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  109. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  110. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  111. bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  112. bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  113. bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  114. bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  115. // Setup orthographic projection matrix
  116. // 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.
  117. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  118. {
  119. float L = draw_data->DisplayPos.x + 0.5f;
  120. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  121. float T = draw_data->DisplayPos.y + 0.5f;
  122. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  123. D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
  124. D3DMATRIX mat_projection =
  125. { { {
  126. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  127. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  128. 0.0f, 0.0f, 0.5f, 0.0f,
  129. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  130. } } };
  131. bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  132. bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  133. bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  134. }
  135. }
  136. // Render function.
  137. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  138. {
  139. // Avoid rendering when minimized
  140. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  141. return;
  142. // Create and grow buffers if needed
  143. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  144. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  145. {
  146. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  147. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  148. if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  149. return;
  150. }
  151. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  152. {
  153. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  154. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  155. if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  156. return;
  157. }
  158. // Backup the DX9 state
  159. IDirect3DStateBlock9* d3d9_state_block = nullptr;
  160. if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  161. return;
  162. if (d3d9_state_block->Capture() < 0)
  163. {
  164. d3d9_state_block->Release();
  165. return;
  166. }
  167. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  168. D3DMATRIX last_world, last_view, last_projection;
  169. bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
  170. bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
  171. bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
  172. // Allocate buffers
  173. CUSTOMVERTEX* vtx_dst;
  174. ImDrawIdx* idx_dst;
  175. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  176. {
  177. d3d9_state_block->Release();
  178. return;
  179. }
  180. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  181. {
  182. bd->pVB->Unlock();
  183. d3d9_state_block->Release();
  184. return;
  185. }
  186. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  187. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  188. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  189. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  190. for (int n = 0; n < draw_data->CmdListsCount; n++)
  191. {
  192. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  193. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  194. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  195. {
  196. vtx_dst->pos[0] = vtx_src->pos.x;
  197. vtx_dst->pos[1] = vtx_src->pos.y;
  198. vtx_dst->pos[2] = 0.0f;
  199. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  200. vtx_dst->uv[0] = vtx_src->uv.x;
  201. vtx_dst->uv[1] = vtx_src->uv.y;
  202. vtx_dst++;
  203. vtx_src++;
  204. }
  205. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  206. idx_dst += cmd_list->IdxBuffer.Size;
  207. }
  208. bd->pVB->Unlock();
  209. bd->pIB->Unlock();
  210. bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  211. bd->pd3dDevice->SetIndices(bd->pIB);
  212. bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  213. // Setup desired DX state
  214. ImGui_ImplDX9_SetupRenderState(draw_data);
  215. // Render command lists
  216. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  217. int global_vtx_offset = 0;
  218. int global_idx_offset = 0;
  219. ImVec2 clip_off = draw_data->DisplayPos;
  220. for (int n = 0; n < draw_data->CmdListsCount; n++)
  221. {
  222. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  223. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  224. {
  225. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  226. if (pcmd->UserCallback != nullptr)
  227. {
  228. // User callback, registered via ImDrawList::AddCallback()
  229. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  230. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  231. ImGui_ImplDX9_SetupRenderState(draw_data);
  232. else
  233. pcmd->UserCallback(cmd_list, pcmd);
  234. }
  235. else
  236. {
  237. // Project scissor/clipping rectangles into framebuffer space
  238. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  239. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  240. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  241. continue;
  242. // Apply Scissor/clipping rectangle, Bind texture, Draw
  243. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  244. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  245. bd->pd3dDevice->SetTexture(0, texture);
  246. bd->pd3dDevice->SetScissorRect(&r);
  247. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  248. }
  249. }
  250. global_idx_offset += cmd_list->IdxBuffer.Size;
  251. global_vtx_offset += cmd_list->VtxBuffer.Size;
  252. }
  253. // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
  254. // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
  255. if (global_vtx_offset == 0)
  256. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
  257. // Restore the DX9 transform
  258. bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
  259. bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
  260. bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
  261. // Restore the DX9 state
  262. d3d9_state_block->Apply();
  263. d3d9_state_block->Release();
  264. }
  265. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  266. {
  267. ImGuiIO& io = ImGui::GetIO();
  268. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  269. // Setup backend capabilities flags
  270. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  271. io.BackendRendererUserData = (void*)bd;
  272. io.BackendRendererName = "imgui_impl_dx9";
  273. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  274. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  275. bd->pd3dDevice = device;
  276. bd->pd3dDevice->AddRef();
  277. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  278. ImGui_ImplDX9_InitPlatformInterface();
  279. return true;
  280. }
  281. void ImGui_ImplDX9_Shutdown()
  282. {
  283. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  284. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  285. ImGuiIO& io = ImGui::GetIO();
  286. ImGui_ImplDX9_ShutdownPlatformInterface();
  287. ImGui_ImplDX9_InvalidateDeviceObjects();
  288. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  289. io.BackendRendererName = nullptr;
  290. io.BackendRendererUserData = nullptr;
  291. IM_DELETE(bd);
  292. }
  293. static bool ImGui_ImplDX9_CreateFontsTexture()
  294. {
  295. // Build texture atlas
  296. ImGuiIO& io = ImGui::GetIO();
  297. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  298. unsigned char* pixels;
  299. int width, height, bytes_per_pixel;
  300. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  301. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  302. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  303. if (io.Fonts->TexPixelsUseColors)
  304. {
  305. ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
  306. for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
  307. *dst = IMGUI_COL_TO_DX9_ARGB(*src);
  308. pixels = (unsigned char*)dst_start;
  309. }
  310. #endif
  311. // Upload texture to graphics system
  312. bd->FontTexture = nullptr;
  313. if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
  314. return false;
  315. D3DLOCKED_RECT tex_locked_rect;
  316. if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
  317. return false;
  318. for (int y = 0; y < height; y++)
  319. memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
  320. bd->FontTexture->UnlockRect(0);
  321. // Store our identifier
  322. io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
  323. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  324. if (io.Fonts->TexPixelsUseColors)
  325. ImGui::MemFree(pixels);
  326. #endif
  327. return true;
  328. }
  329. bool ImGui_ImplDX9_CreateDeviceObjects()
  330. {
  331. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  332. if (!bd || !bd->pd3dDevice)
  333. return false;
  334. if (!ImGui_ImplDX9_CreateFontsTexture())
  335. return false;
  336. ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  337. return true;
  338. }
  339. void ImGui_ImplDX9_InvalidateDeviceObjects()
  340. {
  341. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  342. if (!bd || !bd->pd3dDevice)
  343. return;
  344. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  345. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  346. if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  347. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  348. }
  349. void ImGui_ImplDX9_NewFrame()
  350. {
  351. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  352. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
  353. if (!bd->FontTexture)
  354. ImGui_ImplDX9_CreateDeviceObjects();
  355. }
  356. //--------------------------------------------------------------------------------------------------------
  357. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  358. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  359. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  360. //--------------------------------------------------------------------------------------------------------
  361. // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
  362. struct ImGui_ImplDX9_ViewportData
  363. {
  364. IDirect3DSwapChain9* SwapChain;
  365. D3DPRESENT_PARAMETERS d3dpp;
  366. ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
  367. ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
  368. };
  369. static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
  370. {
  371. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  372. ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
  373. viewport->RendererUserData = vd;
  374. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
  375. // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
  376. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  377. IM_ASSERT(hwnd != 0);
  378. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  379. vd->d3dpp.Windowed = TRUE;
  380. vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  381. vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
  382. vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
  383. vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  384. vd->d3dpp.hDeviceWindow = hwnd;
  385. vd->d3dpp.EnableAutoDepthStencil = FALSE;
  386. vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  387. vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
  388. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  389. IM_ASSERT(hr == D3D_OK);
  390. IM_ASSERT(vd->SwapChain != nullptr);
  391. }
  392. static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
  393. {
  394. // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
  395. if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
  396. {
  397. if (vd->SwapChain)
  398. vd->SwapChain->Release();
  399. vd->SwapChain = nullptr;
  400. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  401. IM_DELETE(vd);
  402. }
  403. viewport->RendererUserData = nullptr;
  404. }
  405. static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  406. {
  407. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  408. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  409. if (vd->SwapChain)
  410. {
  411. vd->SwapChain->Release();
  412. vd->SwapChain = nullptr;
  413. vd->d3dpp.BackBufferWidth = (UINT)size.x;
  414. vd->d3dpp.BackBufferHeight = (UINT)size.y;
  415. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  416. IM_ASSERT(hr == D3D_OK);
  417. }
  418. }
  419. static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
  420. {
  421. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  422. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  423. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  424. LPDIRECT3DSURFACE9 render_target = nullptr;
  425. LPDIRECT3DSURFACE9 last_render_target = nullptr;
  426. LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
  427. vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
  428. bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
  429. bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
  430. bd->pd3dDevice->SetRenderTarget(0, render_target);
  431. bd->pd3dDevice->SetDepthStencilSurface(nullptr);
  432. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  433. {
  434. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
  435. bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
  436. }
  437. ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
  438. // Restore render target
  439. bd->pd3dDevice->SetRenderTarget(0, last_render_target);
  440. bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
  441. render_target->Release();
  442. last_render_target->Release();
  443. if (last_depth_stencil) last_depth_stencil->Release();
  444. }
  445. static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
  446. {
  447. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  448. HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
  449. // Let main application handle D3DERR_DEVICELOST by resetting the device.
  450. IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
  451. }
  452. static void ImGui_ImplDX9_InitPlatformInterface()
  453. {
  454. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  455. platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
  456. platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
  457. platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
  458. platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
  459. platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
  460. }
  461. static void ImGui_ImplDX9_ShutdownPlatformInterface()
  462. {
  463. ImGui::DestroyPlatformWindows();
  464. }
  465. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
  466. {
  467. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  468. for (int i = 1; i < platform_io.Viewports.Size; i++)
  469. if (!platform_io.Viewports[i]->RendererUserData)
  470. ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
  471. }
  472. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
  473. {
  474. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  475. for (int i = 1; i < platform_io.Viewports.Size; i++)
  476. if (platform_io.Viewports[i]->RendererUserData)
  477. ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
  478. }