imgui_impl_dx11.cpp 36 KB

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  1. // dear imgui: Renderer Backend for DirectX11
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  6. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  7. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // Learn about Dear ImGui:
  11. // - FAQ https://dearimgui.com/faq
  12. // - Getting Started https://dearimgui.com/getting-started
  13. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  14. // - Introduction, links and more at the top of imgui.cpp
  15. // CHANGELOG
  16. // (minor and older changes stripped away, please see git history for details)
  17. // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  18. // 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  19. // 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  20. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  21. // 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).
  22. // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  23. // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
  24. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
  25. // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
  26. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  27. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  28. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  29. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  30. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  31. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  32. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  33. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  34. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
  35. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  36. // 2016-05-07: DirectX11: Disabling depth-write.
  37. #include "imgui.h"
  38. #ifndef IMGUI_DISABLE
  39. #include "imgui_impl_dx11.h"
  40. // DirectX
  41. #include <stdio.h>
  42. #include <d3d11.h>
  43. #include <d3dcompiler.h>
  44. #ifdef _MSC_VER
  45. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  46. #endif
  47. // DirectX11 data
  48. struct ImGui_ImplDX11_Data
  49. {
  50. ID3D11Device* pd3dDevice;
  51. ID3D11DeviceContext* pd3dDeviceContext;
  52. IDXGIFactory* pFactory;
  53. ID3D11Buffer* pVB;
  54. ID3D11Buffer* pIB;
  55. ID3D11VertexShader* pVertexShader;
  56. ID3D11InputLayout* pInputLayout;
  57. ID3D11Buffer* pVertexConstantBuffer;
  58. ID3D11PixelShader* pPixelShader;
  59. ID3D11SamplerState* pFontSampler;
  60. ID3D11ShaderResourceView* pFontTextureView;
  61. ID3D11RasterizerState* pRasterizerState;
  62. ID3D11BlendState* pBlendState;
  63. ID3D11DepthStencilState* pDepthStencilState;
  64. int VertexBufferSize;
  65. int IndexBufferSize;
  66. ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  67. };
  68. struct VERTEX_CONSTANT_BUFFER_DX11
  69. {
  70. float mvp[4][4];
  71. };
  72. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  73. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  74. static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
  75. {
  76. return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  77. }
  78. // Forward Declarations
  79. static void ImGui_ImplDX11_InitMultiViewportSupport();
  80. static void ImGui_ImplDX11_ShutdownMultiViewportSupport();
  81. // Functions
  82. static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
  83. {
  84. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  85. // Setup viewport
  86. D3D11_VIEWPORT vp;
  87. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  88. vp.Width = draw_data->DisplaySize.x;
  89. vp.Height = draw_data->DisplaySize.y;
  90. vp.MinDepth = 0.0f;
  91. vp.MaxDepth = 1.0f;
  92. vp.TopLeftX = vp.TopLeftY = 0;
  93. device_ctx->RSSetViewports(1, &vp);
  94. // Setup shader and vertex buffers
  95. unsigned int stride = sizeof(ImDrawVert);
  96. unsigned int offset = 0;
  97. device_ctx->IASetInputLayout(bd->pInputLayout);
  98. device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  99. device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  100. device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  101. device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
  102. device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  103. device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
  104. device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
  105. device_ctx->GSSetShader(nullptr, nullptr, 0);
  106. device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  107. device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  108. device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  109. // Setup blend state
  110. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  111. device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  112. device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  113. device_ctx->RSSetState(bd->pRasterizerState);
  114. }
  115. // Render function
  116. void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  117. {
  118. // Avoid rendering when minimized
  119. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  120. return;
  121. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  122. ID3D11DeviceContext* device = bd->pd3dDeviceContext;
  123. // Create and grow vertex/index buffers if needed
  124. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  125. {
  126. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  127. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  128. D3D11_BUFFER_DESC desc;
  129. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  130. desc.Usage = D3D11_USAGE_DYNAMIC;
  131. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  132. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  133. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  134. desc.MiscFlags = 0;
  135. if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  136. return;
  137. }
  138. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  139. {
  140. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  141. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  142. D3D11_BUFFER_DESC desc;
  143. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  144. desc.Usage = D3D11_USAGE_DYNAMIC;
  145. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  146. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  147. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  148. if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  149. return;
  150. }
  151. // Upload vertex/index data into a single contiguous GPU buffer
  152. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  153. if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  154. return;
  155. if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  156. return;
  157. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  158. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  159. for (int n = 0; n < draw_data->CmdListsCount; n++)
  160. {
  161. const ImDrawList* draw_list = draw_data->CmdLists[n];
  162. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  163. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  164. vtx_dst += draw_list->VtxBuffer.Size;
  165. idx_dst += draw_list->IdxBuffer.Size;
  166. }
  167. device->Unmap(bd->pVB, 0);
  168. device->Unmap(bd->pIB, 0);
  169. // Setup orthographic projection matrix into our constant buffer
  170. // 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.
  171. {
  172. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  173. if (device->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  174. return;
  175. VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
  176. float L = draw_data->DisplayPos.x;
  177. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  178. float T = draw_data->DisplayPos.y;
  179. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  180. float mvp[4][4] =
  181. {
  182. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  183. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  184. { 0.0f, 0.0f, 0.5f, 0.0f },
  185. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  186. };
  187. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  188. device->Unmap(bd->pVertexConstantBuffer, 0);
  189. }
  190. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  191. struct BACKUP_DX11_STATE
  192. {
  193. UINT ScissorRectsCount, ViewportsCount;
  194. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  195. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  196. ID3D11RasterizerState* RS;
  197. ID3D11BlendState* BlendState;
  198. FLOAT BlendFactor[4];
  199. UINT SampleMask;
  200. UINT StencilRef;
  201. ID3D11DepthStencilState* DepthStencilState;
  202. ID3D11ShaderResourceView* PSShaderResource;
  203. ID3D11SamplerState* PSSampler;
  204. ID3D11PixelShader* PS;
  205. ID3D11VertexShader* VS;
  206. ID3D11GeometryShader* GS;
  207. UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
  208. ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
  209. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  210. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  211. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  212. DXGI_FORMAT IndexBufferFormat;
  213. ID3D11InputLayout* InputLayout;
  214. };
  215. BACKUP_DX11_STATE old = {};
  216. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  217. device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  218. device->RSGetViewports(&old.ViewportsCount, old.Viewports);
  219. device->RSGetState(&old.RS);
  220. device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  221. device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  222. device->PSGetShaderResources(0, 1, &old.PSShaderResource);
  223. device->PSGetSamplers(0, 1, &old.PSSampler);
  224. old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
  225. device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  226. device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  227. device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  228. device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
  229. device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  230. device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  231. device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  232. device->IAGetInputLayout(&old.InputLayout);
  233. // Setup desired DX state
  234. ImGui_ImplDX11_SetupRenderState(draw_data, device);
  235. // Setup render state structure (for callbacks and custom texture bindings)
  236. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  237. ImGui_ImplDX11_RenderState render_state;
  238. render_state.Device = bd->pd3dDevice;
  239. render_state.DeviceContext = bd->pd3dDeviceContext;
  240. render_state.SamplerDefault = bd->pFontSampler;
  241. platform_io.Renderer_RenderState = &render_state;
  242. // Render command lists
  243. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  244. int global_idx_offset = 0;
  245. int global_vtx_offset = 0;
  246. ImVec2 clip_off = draw_data->DisplayPos;
  247. for (int n = 0; n < draw_data->CmdListsCount; n++)
  248. {
  249. const ImDrawList* draw_list = draw_data->CmdLists[n];
  250. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  251. {
  252. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  253. if (pcmd->UserCallback != nullptr)
  254. {
  255. // User callback, registered via ImDrawList::AddCallback()
  256. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  257. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  258. ImGui_ImplDX11_SetupRenderState(draw_data, device);
  259. else
  260. pcmd->UserCallback(draw_list, pcmd);
  261. }
  262. else
  263. {
  264. // Project scissor/clipping rectangles into framebuffer space
  265. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  266. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  267. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  268. continue;
  269. // Apply scissor/clipping rectangle
  270. const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  271. device->RSSetScissorRects(1, &r);
  272. // Bind texture, Draw
  273. ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
  274. device->PSSetShaderResources(0, 1, &texture_srv);
  275. device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  276. }
  277. }
  278. global_idx_offset += draw_list->IdxBuffer.Size;
  279. global_vtx_offset += draw_list->VtxBuffer.Size;
  280. }
  281. platform_io.Renderer_RenderState = NULL;
  282. // Restore modified DX state
  283. device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  284. device->RSSetViewports(old.ViewportsCount, old.Viewports);
  285. device->RSSetState(old.RS); if (old.RS) old.RS->Release();
  286. device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  287. device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  288. device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  289. device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  290. device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  291. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  292. device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  293. device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  294. device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
  295. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  296. device->IASetPrimitiveTopology(old.PrimitiveTopology);
  297. device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  298. device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  299. device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  300. }
  301. static void ImGui_ImplDX11_CreateFontsTexture()
  302. {
  303. // Build texture atlas
  304. ImGuiIO& io = ImGui::GetIO();
  305. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  306. unsigned char* pixels;
  307. int width, height;
  308. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  309. // Upload texture to graphics system
  310. {
  311. D3D11_TEXTURE2D_DESC desc;
  312. ZeroMemory(&desc, sizeof(desc));
  313. desc.Width = width;
  314. desc.Height = height;
  315. desc.MipLevels = 1;
  316. desc.ArraySize = 1;
  317. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  318. desc.SampleDesc.Count = 1;
  319. desc.Usage = D3D11_USAGE_DEFAULT;
  320. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  321. desc.CPUAccessFlags = 0;
  322. ID3D11Texture2D* pTexture = nullptr;
  323. D3D11_SUBRESOURCE_DATA subResource;
  324. subResource.pSysMem = pixels;
  325. subResource.SysMemPitch = desc.Width * 4;
  326. subResource.SysMemSlicePitch = 0;
  327. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  328. IM_ASSERT(pTexture != nullptr);
  329. // Create texture view
  330. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  331. ZeroMemory(&srvDesc, sizeof(srvDesc));
  332. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  333. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  334. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  335. srvDesc.Texture2D.MostDetailedMip = 0;
  336. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
  337. pTexture->Release();
  338. }
  339. // Store our identifier
  340. io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
  341. // Create texture sampler
  342. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  343. {
  344. D3D11_SAMPLER_DESC desc;
  345. ZeroMemory(&desc, sizeof(desc));
  346. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  347. desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
  348. desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
  349. desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
  350. desc.MipLODBias = 0.f;
  351. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  352. desc.MinLOD = 0.f;
  353. desc.MaxLOD = 0.f;
  354. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
  355. }
  356. }
  357. bool ImGui_ImplDX11_CreateDeviceObjects()
  358. {
  359. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  360. if (!bd->pd3dDevice)
  361. return false;
  362. if (bd->pFontSampler)
  363. ImGui_ImplDX11_InvalidateDeviceObjects();
  364. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  365. // If you would like to use this DX11 sample code but remove this dependency you can:
  366. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  367. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  368. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  369. // Create the vertex shader
  370. {
  371. static const char* vertexShader =
  372. "cbuffer vertexBuffer : register(b0) \
  373. {\
  374. float4x4 ProjectionMatrix; \
  375. };\
  376. struct VS_INPUT\
  377. {\
  378. float2 pos : POSITION;\
  379. float4 col : COLOR0;\
  380. float2 uv : TEXCOORD0;\
  381. };\
  382. \
  383. struct PS_INPUT\
  384. {\
  385. float4 pos : SV_POSITION;\
  386. float4 col : COLOR0;\
  387. float2 uv : TEXCOORD0;\
  388. };\
  389. \
  390. PS_INPUT main(VS_INPUT input)\
  391. {\
  392. PS_INPUT output;\
  393. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  394. output.col = input.col;\
  395. output.uv = input.uv;\
  396. return output;\
  397. }";
  398. ID3DBlob* vertexShaderBlob;
  399. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
  400. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  401. if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
  402. {
  403. vertexShaderBlob->Release();
  404. return false;
  405. }
  406. // Create the input layout
  407. D3D11_INPUT_ELEMENT_DESC local_layout[] =
  408. {
  409. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  410. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  411. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  412. };
  413. if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
  414. {
  415. vertexShaderBlob->Release();
  416. return false;
  417. }
  418. vertexShaderBlob->Release();
  419. // Create the constant buffer
  420. {
  421. D3D11_BUFFER_DESC desc;
  422. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
  423. desc.Usage = D3D11_USAGE_DYNAMIC;
  424. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  425. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  426. desc.MiscFlags = 0;
  427. bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
  428. }
  429. }
  430. // Create the pixel shader
  431. {
  432. static const char* pixelShader =
  433. "struct PS_INPUT\
  434. {\
  435. float4 pos : SV_POSITION;\
  436. float4 col : COLOR0;\
  437. float2 uv : TEXCOORD0;\
  438. };\
  439. sampler sampler0;\
  440. Texture2D texture0;\
  441. \
  442. float4 main(PS_INPUT input) : SV_Target\
  443. {\
  444. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  445. return out_col; \
  446. }";
  447. ID3DBlob* pixelShaderBlob;
  448. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
  449. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  450. if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
  451. {
  452. pixelShaderBlob->Release();
  453. return false;
  454. }
  455. pixelShaderBlob->Release();
  456. }
  457. // Create the blending setup
  458. {
  459. D3D11_BLEND_DESC desc;
  460. ZeroMemory(&desc, sizeof(desc));
  461. desc.AlphaToCoverageEnable = false;
  462. desc.RenderTarget[0].BlendEnable = true;
  463. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  464. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  465. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  466. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  467. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  468. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  469. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  470. bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
  471. }
  472. // Create the rasterizer state
  473. {
  474. D3D11_RASTERIZER_DESC desc;
  475. ZeroMemory(&desc, sizeof(desc));
  476. desc.FillMode = D3D11_FILL_SOLID;
  477. desc.CullMode = D3D11_CULL_NONE;
  478. desc.ScissorEnable = true;
  479. desc.DepthClipEnable = true;
  480. bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
  481. }
  482. // Create depth-stencil State
  483. {
  484. D3D11_DEPTH_STENCIL_DESC desc;
  485. ZeroMemory(&desc, sizeof(desc));
  486. desc.DepthEnable = false;
  487. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  488. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  489. desc.StencilEnable = false;
  490. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  491. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  492. desc.BackFace = desc.FrontFace;
  493. bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
  494. }
  495. ImGui_ImplDX11_CreateFontsTexture();
  496. return true;
  497. }
  498. void ImGui_ImplDX11_InvalidateDeviceObjects()
  499. {
  500. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  501. if (!bd->pd3dDevice)
  502. return;
  503. if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
  504. if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  505. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  506. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  507. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  508. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  509. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  510. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  511. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  512. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  513. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  514. }
  515. bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  516. {
  517. ImGuiIO& io = ImGui::GetIO();
  518. IMGUI_CHECKVERSION();
  519. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  520. // Setup backend capabilities flags
  521. ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
  522. io.BackendRendererUserData = (void*)bd;
  523. io.BackendRendererName = "imgui_impl_dx11";
  524. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  525. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  526. // Get factory from device
  527. IDXGIDevice* pDXGIDevice = nullptr;
  528. IDXGIAdapter* pDXGIAdapter = nullptr;
  529. IDXGIFactory* pFactory = nullptr;
  530. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  531. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  532. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  533. {
  534. bd->pd3dDevice = device;
  535. bd->pd3dDeviceContext = device_context;
  536. bd->pFactory = pFactory;
  537. }
  538. if (pDXGIDevice) pDXGIDevice->Release();
  539. if (pDXGIAdapter) pDXGIAdapter->Release();
  540. bd->pd3dDevice->AddRef();
  541. bd->pd3dDeviceContext->AddRef();
  542. ImGui_ImplDX11_InitMultiViewportSupport();
  543. return true;
  544. }
  545. void ImGui_ImplDX11_Shutdown()
  546. {
  547. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  548. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  549. ImGuiIO& io = ImGui::GetIO();
  550. ImGui_ImplDX11_ShutdownMultiViewportSupport();
  551. ImGui_ImplDX11_InvalidateDeviceObjects();
  552. if (bd->pFactory) { bd->pFactory->Release(); }
  553. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  554. if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
  555. io.BackendRendererName = nullptr;
  556. io.BackendRendererUserData = nullptr;
  557. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
  558. IM_DELETE(bd);
  559. }
  560. void ImGui_ImplDX11_NewFrame()
  561. {
  562. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  563. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
  564. if (!bd->pFontSampler)
  565. ImGui_ImplDX11_CreateDeviceObjects();
  566. }
  567. //--------------------------------------------------------------------------------------------------------
  568. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  569. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  570. // 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..
  571. //--------------------------------------------------------------------------------------------------------
  572. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  573. struct ImGui_ImplDX11_ViewportData
  574. {
  575. IDXGISwapChain* SwapChain;
  576. ID3D11RenderTargetView* RTView;
  577. ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
  578. ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
  579. };
  580. static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
  581. {
  582. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  583. ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
  584. viewport->RendererUserData = vd;
  585. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
  586. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  587. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  588. IM_ASSERT(hwnd != 0);
  589. // Create swap chain
  590. DXGI_SWAP_CHAIN_DESC sd;
  591. ZeroMemory(&sd, sizeof(sd));
  592. sd.BufferDesc.Width = (UINT)viewport->Size.x;
  593. sd.BufferDesc.Height = (UINT)viewport->Size.y;
  594. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  595. sd.SampleDesc.Count = 1;
  596. sd.SampleDesc.Quality = 0;
  597. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  598. sd.BufferCount = 1;
  599. sd.OutputWindow = hwnd;
  600. sd.Windowed = TRUE;
  601. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  602. sd.Flags = 0;
  603. IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
  604. bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
  605. // Create the render target
  606. if (vd->SwapChain)
  607. {
  608. ID3D11Texture2D* pBackBuffer;
  609. vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  610. bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
  611. pBackBuffer->Release();
  612. }
  613. }
  614. static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
  615. {
  616. // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
  617. if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
  618. {
  619. if (vd->SwapChain)
  620. vd->SwapChain->Release();
  621. vd->SwapChain = nullptr;
  622. if (vd->RTView)
  623. vd->RTView->Release();
  624. vd->RTView = nullptr;
  625. IM_DELETE(vd);
  626. }
  627. viewport->RendererUserData = nullptr;
  628. }
  629. static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  630. {
  631. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  632. ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
  633. if (vd->RTView)
  634. {
  635. vd->RTView->Release();
  636. vd->RTView = nullptr;
  637. }
  638. if (vd->SwapChain)
  639. {
  640. ID3D11Texture2D* pBackBuffer = nullptr;
  641. vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
  642. vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  643. if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
  644. bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
  645. pBackBuffer->Release();
  646. }
  647. }
  648. static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
  649. {
  650. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  651. ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
  652. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  653. bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr);
  654. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  655. bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
  656. ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
  657. }
  658. static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
  659. {
  660. ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
  661. vd->SwapChain->Present(0, 0); // Present without vsync
  662. }
  663. static void ImGui_ImplDX11_InitMultiViewportSupport()
  664. {
  665. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  666. platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
  667. platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
  668. platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
  669. platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
  670. platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
  671. }
  672. static void ImGui_ImplDX11_ShutdownMultiViewportSupport()
  673. {
  674. ImGui::DestroyPlatformWindows();
  675. }
  676. //-----------------------------------------------------------------------------
  677. #endif // #ifndef IMGUI_DISABLE