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Implement SDL/dx11 sample

Vincent Hamm 6 years ago
parent
commit
cc4d76cc23

+ 171 - 0
examples/example_sdl_directx11/example_sdl_directx11.vcxproj

@@ -0,0 +1,171 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
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+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
+    <RootNamespace>example_win32_directx11</RootNamespace>
+    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
+    <ProjectName>example_sdl_directx11</ProjectName>
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+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
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+    <PlatformToolset>v140</PlatformToolset>
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+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
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+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+    <PlatformToolset>v140</PlatformToolset>
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+  </ImportGroup>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x86</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
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+    <ClCompile>
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+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include</AdditionalIncludeDirectories>
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+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x64</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
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+      <Optimization>MaxSpeed</Optimization>
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+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
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+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x86</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
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+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories);$(SDL2_DIR)\include</AdditionalIncludeDirectories>
+      <BufferSecurityCheck>false</BufferSecurityCheck>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories);$(SDL2_DIR)\lib\x64</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="..\imgui_impl_dx11.h" />
+    <ClInclude Include="..\imgui_impl_sdl.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="..\..\imgui_widgets.cpp" />
+    <ClCompile Include="..\imgui_impl_dx11.cpp" />
+    <ClCompile Include="..\imgui_impl_sdl.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\misc\natvis\imgui.natvis" />
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 57 - 0
examples/example_sdl_directx11/example_sdl_directx11.vcxproj.filters

@@ -0,0 +1,57 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\imgui_impl_dx11.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\imgui_impl_sdl.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\imgui_impl_dx11.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_widgets.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\imgui_impl_sdl.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+    <None Include="..\..\misc\natvis\imgui.natvis">
+      <Filter>sources</Filter>
+    </None>
+  </ItemGroup>
+</Project>

+ 220 - 0
examples/example_sdl_directx11/main.cpp

@@ -0,0 +1,220 @@
+// dear imgui: standalone example application for SDL2 + OpenGL
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
+
+#include "imgui.h"
+#include "imgui_impl_sdl.h"
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <stdio.h>
+#include <SDL.h>
+#include <SDL_syswm.h>
+
+// Data
+static ID3D11Device*            g_pd3dDevice = NULL;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
+static IDXGISwapChain*          g_pSwapChain = NULL;
+static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+
+int main(int, char**)
+{
+    // Setup SDL
+    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
+    {
+        printf("Error: %s\n", SDL_GetError());
+        return -1;
+    }
+
+    // Create window with graphics context
+    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
+    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
+
+    SDL_SysWMinfo wmInfo;
+    SDL_VERSION(&wmInfo.version);
+    SDL_GetWindowWMInfo(window, &wmInfo);
+
+    HWND hwnd = (HWND)wmInfo.info.win.window;
+
+    // Initialize Direct3D
+    if (!CreateDeviceD3D(hwnd))
+    {
+        CleanupDeviceD3D();
+        return 1;
+    }
+
+    // Setup Dear ImGui context
+    IMGUI_CHECKVERSION();
+    ImGui::CreateContext();
+    ImGuiIO& io = ImGui::GetIO(); (void)io;
+    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;       // Enable Keyboard Controls
+    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
+    //io.ConfigViewportsNoAutoMerge = true;
+    //io.ConfigViewportsNoTaskBarIcon = true;
+
+    // Setup Dear ImGui style
+    ImGui::StyleColorsDark();
+    //ImGui::StyleColorsClassic();
+
+    // Setup Platform/Renderer bindings
+    ImGui_ImplSDL2_InitForD3D(window);
+    ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+    // Load Fonts
+    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+    // - Read 'misc/fonts/README.txt' for more instructions and details.
+    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+    //IM_ASSERT(font != NULL);
+
+    bool show_demo_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+    // Main loop
+    bool done = false;
+    while (!done)
+    {
+        // Poll and handle events (inputs, window resize, etc.)
+        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+        SDL_Event event;
+        while (SDL_PollEvent(&event))
+        {
+            ImGui_ImplSDL2_ProcessEvent(&event);
+            if (event.type == SDL_QUIT)
+                done = true;
+            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
+                done = true;
+        }
+
+        // Start the Dear ImGui frame
+        ImGui_ImplDX11_NewFrame();
+        ImGui_ImplSDL2_NewFrame(window);
+        ImGui::NewFrame();
+
+        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+        if (show_demo_window)
+            ImGui::ShowDemoWindow(&show_demo_window);
+
+        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+        {
+            static float f = 0.0f;
+            static int counter = 0;
+
+            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
+
+            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
+            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
+            ImGui::Checkbox("Another Window", &show_another_window);
+
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
+            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
+                counter++;
+            ImGui::SameLine();
+            ImGui::Text("counter = %d", counter);
+
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+            ImGui::End();
+        }
+
+        // 3. Show another simple window.
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+            ImGui::Text("Hello from another window!");
+            if (ImGui::Button("Close Me"))
+                show_another_window = false;
+            ImGui::End();
+        }
+
+        // Rendering
+        ImGui::Render();
+        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
+        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+        g_pSwapChain->Present(1, 0); // Present with vsync
+        //g_pSwapChain->Present(0, 0); // Present without vsync
+    }
+
+    // Cleanup
+    ImGui_ImplDX11_Shutdown();
+    ImGui_ImplSDL2_Shutdown();
+    ImGui::DestroyContext();
+
+    CleanupDeviceD3D();
+    SDL_DestroyWindow(window);
+    SDL_Quit();
+
+    return 0;
+}
+
+// Helper functions
+bool CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    ZeroMemory(&sd, sizeof(sd));
+    sd.BufferCount = 2;
+    sd.BufferDesc.Width = 0;
+    sd.BufferDesc.Height = 0;
+    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    sd.BufferDesc.RefreshRate.Numerator = 60;
+    sd.BufferDesc.RefreshRate.Denominator = 1;
+    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+    sd.OutputWindow = hWnd;
+    sd.SampleDesc.Count = 1;
+    sd.SampleDesc.Quality = 0;
+    sd.Windowed = TRUE;
+    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+    UINT createDeviceFlags = 0;
+    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+    D3D_FEATURE_LEVEL featureLevel;
+    const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+    if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
+        return false;
+
+    CreateRenderTarget();
+    return true;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+    if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+void CreateRenderTarget()
+{
+    ID3D11Texture2D* pBackBuffer;
+    g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
+    pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}

+ 8 - 0
examples/imgui_impl_sdl.cpp

@@ -190,6 +190,14 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
     return ImGui_ImplSDL2_Init(window);
     return ImGui_ImplSDL2_Init(window);
 }
 }
 
 
+bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
+{
+#if !defined(_WIN32)
+    IM_ASSERT(0 && "Unsupported");
+#endif
+    return ImGui_ImplSDL2_Init(window);
+}
+
 void ImGui_ImplSDL2_Shutdown()
 void ImGui_ImplSDL2_Shutdown()
 {
 {
     g_Window = NULL;
     g_Window = NULL;

+ 1 - 0
examples/imgui_impl_sdl.h

@@ -21,6 +21,7 @@ typedef union SDL_Event SDL_Event;
 
 
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool     ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
 IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplSDL2_Shutdown();
 IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame(SDL_Window* window);
 IMGUI_IMPL_API void     ImGui_ImplSDL2_NewFrame(SDL_Window* window);
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
 IMGUI_IMPL_API bool     ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);