imgui_impl_dx10.cpp 29 KB

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  1. // dear imgui: Renderer Backend for DirectX10
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  8. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  9. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
  14. // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  15. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  16. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  17. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  18. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
  19. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
  20. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  21. // 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.
  22. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
  23. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  24. // 2016-05-07: DirectX10: Disabling depth-write.
  25. #include "imgui.h"
  26. #include "imgui_impl_dx10.h"
  27. // DirectX
  28. #include <stdio.h>
  29. #include <d3d10_1.h>
  30. #include <d3d10.h>
  31. #include <d3dcompiler.h>
  32. #ifdef _MSC_VER
  33. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  34. #endif
  35. // DirectX data
  36. static ID3D10Device* g_pd3dDevice = NULL;
  37. static IDXGIFactory* g_pFactory = NULL;
  38. static ID3D10Buffer* g_pVB = NULL;
  39. static ID3D10Buffer* g_pIB = NULL;
  40. static ID3D10VertexShader* g_pVertexShader = NULL;
  41. static ID3D10InputLayout* g_pInputLayout = NULL;
  42. static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
  43. static ID3D10PixelShader* g_pPixelShader = NULL;
  44. static ID3D10SamplerState* g_pFontSampler = NULL;
  45. static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
  46. static ID3D10RasterizerState* g_pRasterizerState = NULL;
  47. static ID3D10BlendState* g_pBlendState = NULL;
  48. static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
  49. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  50. struct VERTEX_CONSTANT_BUFFER
  51. {
  52. float mvp[4][4];
  53. };
  54. // Forward Declarations
  55. static void ImGui_ImplDX10_InitPlatformInterface();
  56. static void ImGui_ImplDX10_ShutdownPlatformInterface();
  57. static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
  58. {
  59. // Setup viewport
  60. D3D10_VIEWPORT vp;
  61. memset(&vp, 0, sizeof(D3D10_VIEWPORT));
  62. vp.Width = (UINT)draw_data->DisplaySize.x;
  63. vp.Height = (UINT)draw_data->DisplaySize.y;
  64. vp.MinDepth = 0.0f;
  65. vp.MaxDepth = 1.0f;
  66. vp.TopLeftX = vp.TopLeftY = 0;
  67. ctx->RSSetViewports(1, &vp);
  68. // Bind shader and vertex buffers
  69. unsigned int stride = sizeof(ImDrawVert);
  70. unsigned int offset = 0;
  71. ctx->IASetInputLayout(g_pInputLayout);
  72. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  73. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  74. ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  75. ctx->VSSetShader(g_pVertexShader);
  76. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  77. ctx->PSSetShader(g_pPixelShader);
  78. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  79. ctx->GSSetShader(NULL);
  80. // Setup render state
  81. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  82. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  83. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  84. ctx->RSSetState(g_pRasterizerState);
  85. }
  86. // Render function
  87. void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
  88. {
  89. // Avoid rendering when minimized
  90. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  91. return;
  92. ID3D10Device* ctx = g_pd3dDevice;
  93. // Create and grow vertex/index buffers if needed
  94. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  95. {
  96. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  97. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  98. D3D10_BUFFER_DESC desc;
  99. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  100. desc.Usage = D3D10_USAGE_DYNAMIC;
  101. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  102. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  103. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  104. desc.MiscFlags = 0;
  105. if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  106. return;
  107. }
  108. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  109. {
  110. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  111. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  112. D3D10_BUFFER_DESC desc;
  113. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  114. desc.Usage = D3D10_USAGE_DYNAMIC;
  115. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  116. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  117. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  118. if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  119. return;
  120. }
  121. // Copy and convert all vertices into a single contiguous buffer
  122. ImDrawVert* vtx_dst = NULL;
  123. ImDrawIdx* idx_dst = NULL;
  124. g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  125. g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  126. for (int n = 0; n < draw_data->CmdListsCount; n++)
  127. {
  128. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  129. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  130. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  131. vtx_dst += cmd_list->VtxBuffer.Size;
  132. idx_dst += cmd_list->IdxBuffer.Size;
  133. }
  134. g_pVB->Unmap();
  135. g_pIB->Unmap();
  136. // Setup orthographic projection matrix into our constant buffer
  137. // 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.
  138. {
  139. void* mapped_resource;
  140. if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  141. return;
  142. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
  143. float L = draw_data->DisplayPos.x;
  144. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  145. float T = draw_data->DisplayPos.y;
  146. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  147. float mvp[4][4] =
  148. {
  149. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  150. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  151. { 0.0f, 0.0f, 0.5f, 0.0f },
  152. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  153. };
  154. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  155. g_pVertexConstantBuffer->Unmap();
  156. }
  157. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  158. struct BACKUP_DX10_STATE
  159. {
  160. UINT ScissorRectsCount, ViewportsCount;
  161. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  162. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  163. ID3D10RasterizerState* RS;
  164. ID3D10BlendState* BlendState;
  165. FLOAT BlendFactor[4];
  166. UINT SampleMask;
  167. UINT StencilRef;
  168. ID3D10DepthStencilState* DepthStencilState;
  169. ID3D10ShaderResourceView* PSShaderResource;
  170. ID3D10SamplerState* PSSampler;
  171. ID3D10PixelShader* PS;
  172. ID3D10VertexShader* VS;
  173. ID3D10GeometryShader* GS;
  174. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  175. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  176. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  177. DXGI_FORMAT IndexBufferFormat;
  178. ID3D10InputLayout* InputLayout;
  179. };
  180. BACKUP_DX10_STATE old;
  181. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  182. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  183. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  184. ctx->RSGetState(&old.RS);
  185. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  186. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  187. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  188. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  189. ctx->PSGetShader(&old.PS);
  190. ctx->VSGetShader(&old.VS);
  191. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  192. ctx->GSGetShader(&old.GS);
  193. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  194. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  195. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  196. ctx->IAGetInputLayout(&old.InputLayout);
  197. // Setup desired DX state
  198. ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
  199. // Render command lists
  200. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  201. int global_vtx_offset = 0;
  202. int global_idx_offset = 0;
  203. ImVec2 clip_off = draw_data->DisplayPos;
  204. for (int n = 0; n < draw_data->CmdListsCount; n++)
  205. {
  206. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  207. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  208. {
  209. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  210. if (pcmd->UserCallback)
  211. {
  212. // User callback, registered via ImDrawList::AddCallback()
  213. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  214. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  215. ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
  216. else
  217. pcmd->UserCallback(cmd_list, pcmd);
  218. }
  219. else
  220. {
  221. // Apply scissor/clipping rectangle
  222. const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)};
  223. ctx->RSSetScissorRects(1, &r);
  224. // Bind texture, Draw
  225. ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
  226. ctx->PSSetShaderResources(0, 1, &texture_srv);
  227. ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  228. }
  229. }
  230. global_idx_offset += cmd_list->IdxBuffer.Size;
  231. global_vtx_offset += cmd_list->VtxBuffer.Size;
  232. }
  233. // Restore modified DX state
  234. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  235. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  236. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  237. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  238. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  239. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  240. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  241. ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  242. ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  243. ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
  244. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  245. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  246. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  247. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  248. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  249. }
  250. static void ImGui_ImplDX10_CreateFontsTexture()
  251. {
  252. // Build texture atlas
  253. ImGuiIO& io = ImGui::GetIO();
  254. unsigned char* pixels;
  255. int width, height;
  256. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  257. // Upload texture to graphics system
  258. {
  259. D3D10_TEXTURE2D_DESC desc;
  260. ZeroMemory(&desc, sizeof(desc));
  261. desc.Width = width;
  262. desc.Height = height;
  263. desc.MipLevels = 1;
  264. desc.ArraySize = 1;
  265. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  266. desc.SampleDesc.Count = 1;
  267. desc.Usage = D3D10_USAGE_DEFAULT;
  268. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  269. desc.CPUAccessFlags = 0;
  270. ID3D10Texture2D* pTexture = NULL;
  271. D3D10_SUBRESOURCE_DATA subResource;
  272. subResource.pSysMem = pixels;
  273. subResource.SysMemPitch = desc.Width * 4;
  274. subResource.SysMemSlicePitch = 0;
  275. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  276. // Create texture view
  277. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  278. ZeroMemory(&srv_desc, sizeof(srv_desc));
  279. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  280. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  281. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  282. srv_desc.Texture2D.MostDetailedMip = 0;
  283. g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
  284. pTexture->Release();
  285. }
  286. // Store our identifier
  287. io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
  288. // Create texture sampler
  289. {
  290. D3D10_SAMPLER_DESC desc;
  291. ZeroMemory(&desc, sizeof(desc));
  292. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  293. desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
  294. desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
  295. desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
  296. desc.MipLODBias = 0.f;
  297. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  298. desc.MinLOD = 0.f;
  299. desc.MaxLOD = 0.f;
  300. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  301. }
  302. }
  303. bool ImGui_ImplDX10_CreateDeviceObjects()
  304. {
  305. if (!g_pd3dDevice)
  306. return false;
  307. if (g_pFontSampler)
  308. ImGui_ImplDX10_InvalidateDeviceObjects();
  309. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  310. // If you would like to use this DX10 sample code but remove this dependency you can:
  311. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  312. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  313. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  314. // Create the vertex shader
  315. {
  316. static const char* vertexShader =
  317. "cbuffer vertexBuffer : register(b0) \
  318. {\
  319. float4x4 ProjectionMatrix; \
  320. };\
  321. struct VS_INPUT\
  322. {\
  323. float2 pos : POSITION;\
  324. float4 col : COLOR0;\
  325. float2 uv : TEXCOORD0;\
  326. };\
  327. \
  328. struct PS_INPUT\
  329. {\
  330. float4 pos : SV_POSITION;\
  331. float4 col : COLOR0;\
  332. float2 uv : TEXCOORD0;\
  333. };\
  334. \
  335. PS_INPUT main(VS_INPUT input)\
  336. {\
  337. PS_INPUT output;\
  338. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  339. output.col = input.col;\
  340. output.uv = input.uv;\
  341. return output;\
  342. }";
  343. ID3DBlob* vertexShaderBlob;
  344. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
  345. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  346. if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
  347. {
  348. vertexShaderBlob->Release();
  349. return false;
  350. }
  351. // Create the input layout
  352. D3D10_INPUT_ELEMENT_DESC local_layout[] =
  353. {
  354. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  355. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  356. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  357. };
  358. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  359. {
  360. vertexShaderBlob->Release();
  361. return false;
  362. }
  363. vertexShaderBlob->Release();
  364. // Create the constant buffer
  365. {
  366. D3D10_BUFFER_DESC desc;
  367. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  368. desc.Usage = D3D10_USAGE_DYNAMIC;
  369. desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  370. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  371. desc.MiscFlags = 0;
  372. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  373. }
  374. }
  375. // Create the pixel shader
  376. {
  377. static const char* pixelShader =
  378. "struct PS_INPUT\
  379. {\
  380. float4 pos : SV_POSITION;\
  381. float4 col : COLOR0;\
  382. float2 uv : TEXCOORD0;\
  383. };\
  384. sampler sampler0;\
  385. Texture2D texture0;\
  386. \
  387. float4 main(PS_INPUT input) : SV_Target\
  388. {\
  389. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  390. return out_col; \
  391. }";
  392. ID3DBlob* pixelShaderBlob;
  393. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
  394. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  395. if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
  396. {
  397. pixelShaderBlob->Release();
  398. return false;
  399. }
  400. pixelShaderBlob->Release();
  401. }
  402. // Create the blending setup
  403. {
  404. D3D10_BLEND_DESC desc;
  405. ZeroMemory(&desc, sizeof(desc));
  406. desc.AlphaToCoverageEnable = false;
  407. desc.BlendEnable[0] = true;
  408. desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
  409. desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
  410. desc.BlendOp = D3D10_BLEND_OP_ADD;
  411. desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
  412. desc.DestBlendAlpha = D3D10_BLEND_ZERO;
  413. desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
  414. desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
  415. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  416. }
  417. // Create the rasterizer state
  418. {
  419. D3D10_RASTERIZER_DESC desc;
  420. ZeroMemory(&desc, sizeof(desc));
  421. desc.FillMode = D3D10_FILL_SOLID;
  422. desc.CullMode = D3D10_CULL_NONE;
  423. desc.ScissorEnable = true;
  424. desc.DepthClipEnable = true;
  425. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  426. }
  427. // Create depth-stencil State
  428. {
  429. D3D10_DEPTH_STENCIL_DESC desc;
  430. ZeroMemory(&desc, sizeof(desc));
  431. desc.DepthEnable = false;
  432. desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
  433. desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
  434. desc.StencilEnable = false;
  435. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
  436. desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
  437. desc.BackFace = desc.FrontFace;
  438. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  439. }
  440. ImGui_ImplDX10_CreateFontsTexture();
  441. return true;
  442. }
  443. void ImGui_ImplDX10_InvalidateDeviceObjects()
  444. {
  445. if (!g_pd3dDevice)
  446. return;
  447. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  448. if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  449. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  450. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  451. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  452. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  453. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  454. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  455. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  456. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  457. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  458. }
  459. bool ImGui_ImplDX10_Init(ID3D10Device* device)
  460. {
  461. // Setup backend capabilities flags
  462. ImGuiIO& io = ImGui::GetIO();
  463. io.BackendRendererName = "imgui_impl_dx10";
  464. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  465. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  466. // Get factory from device
  467. IDXGIDevice* pDXGIDevice = NULL;
  468. IDXGIAdapter* pDXGIAdapter = NULL;
  469. IDXGIFactory* pFactory = NULL;
  470. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  471. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  472. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  473. {
  474. g_pd3dDevice = device;
  475. g_pFactory = pFactory;
  476. }
  477. if (pDXGIDevice) pDXGIDevice->Release();
  478. if (pDXGIAdapter) pDXGIAdapter->Release();
  479. g_pd3dDevice->AddRef();
  480. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  481. ImGui_ImplDX10_InitPlatformInterface();
  482. return true;
  483. }
  484. void ImGui_ImplDX10_Shutdown()
  485. {
  486. ImGui_ImplDX10_ShutdownPlatformInterface();
  487. ImGui_ImplDX10_InvalidateDeviceObjects();
  488. if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
  489. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  490. }
  491. void ImGui_ImplDX10_NewFrame()
  492. {
  493. if (!g_pFontSampler)
  494. ImGui_ImplDX10_CreateDeviceObjects();
  495. }
  496. //--------------------------------------------------------------------------------------------------------
  497. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  498. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  499. // 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..
  500. //--------------------------------------------------------------------------------------------------------
  501. // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
  502. struct ImGuiViewportDataDx10
  503. {
  504. IDXGISwapChain* SwapChain;
  505. ID3D10RenderTargetView* RTView;
  506. ImGuiViewportDataDx10() { SwapChain = NULL; RTView = NULL; }
  507. ~ImGuiViewportDataDx10() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
  508. };
  509. static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
  510. {
  511. ImGuiViewportDataDx10* data = IM_NEW(ImGuiViewportDataDx10)();
  512. viewport->RendererUserData = data;
  513. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
  514. // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
  515. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  516. IM_ASSERT(hwnd != 0);
  517. // Create swap chain
  518. DXGI_SWAP_CHAIN_DESC sd;
  519. ZeroMemory(&sd, sizeof(sd));
  520. sd.BufferDesc.Width = (UINT)viewport->Size.x;
  521. sd.BufferDesc.Height = (UINT)viewport->Size.y;
  522. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  523. sd.SampleDesc.Count = 1;
  524. sd.SampleDesc.Quality = 0;
  525. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  526. sd.BufferCount = 1;
  527. sd.OutputWindow = hwnd;
  528. sd.Windowed = TRUE;
  529. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  530. sd.Flags = 0;
  531. IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
  532. g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
  533. // Create the render target
  534. if (data->SwapChain)
  535. {
  536. ID3D10Texture2D* pBackBuffer;
  537. data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  538. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
  539. pBackBuffer->Release();
  540. }
  541. }
  542. static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
  543. {
  544. // The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
  545. if (ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData)
  546. {
  547. if (data->SwapChain)
  548. data->SwapChain->Release();
  549. data->SwapChain = NULL;
  550. if (data->RTView)
  551. data->RTView->Release();
  552. data->RTView = NULL;
  553. IM_DELETE(data);
  554. }
  555. viewport->RendererUserData = NULL;
  556. }
  557. static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  558. {
  559. ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
  560. if (data->RTView)
  561. {
  562. data->RTView->Release();
  563. data->RTView = NULL;
  564. }
  565. if (data->SwapChain)
  566. {
  567. ID3D10Texture2D* pBackBuffer = NULL;
  568. data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
  569. data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  570. if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
  571. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
  572. pBackBuffer->Release();
  573. }
  574. }
  575. static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
  576. {
  577. ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
  578. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  579. g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
  580. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  581. g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
  582. ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
  583. }
  584. static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
  585. {
  586. ImGuiViewportDataDx10* data = (ImGuiViewportDataDx10*)viewport->RendererUserData;
  587. data->SwapChain->Present(0, 0); // Present without vsync
  588. }
  589. void ImGui_ImplDX10_InitPlatformInterface()
  590. {
  591. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  592. platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
  593. platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
  594. platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
  595. platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
  596. platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
  597. }
  598. void ImGui_ImplDX10_ShutdownPlatformInterface()
  599. {
  600. ImGui::DestroyPlatformWindows();
  601. }