imgui_impl_dx11.cpp 29 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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  7. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  8. // Learn about Dear ImGui:
  9. // - FAQ https://dearimgui.com/faq
  10. // - Getting Started https://dearimgui.com/getting-started
  11. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  12. // - Introduction, links and more at the top of imgui.cpp
  13. // CHANGELOG
  14. // (minor and older changes stripped away, please see git history for details)
  15. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  16. // 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).
  17. // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  18. // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
  19. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
  20. // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
  21. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  22. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  23. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  24. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  25. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  26. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  27. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  28. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  29. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
  30. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  31. // 2016-05-07: DirectX11: Disabling depth-write.
  32. #include "imgui.h"
  33. #ifndef IMGUI_DISABLE
  34. #include "imgui_impl_dx11.h"
  35. // DirectX
  36. #include <stdio.h>
  37. #include <d3d11.h>
  38. #include <d3dcompiler.h>
  39. #ifdef _MSC_VER
  40. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  41. #endif
  42. // DirectX11 data
  43. struct ImGui_ImplDX11_Data
  44. {
  45. ID3D11Device* pd3dDevice;
  46. ID3D11DeviceContext* pd3dDeviceContext;
  47. IDXGIFactory* pFactory;
  48. ID3D11Buffer* pVB;
  49. ID3D11Buffer* pIB;
  50. ID3D11VertexShader* pVertexShader;
  51. ID3D11InputLayout* pInputLayout;
  52. ID3D11Buffer* pVertexConstantBuffer;
  53. ID3D11PixelShader* pPixelShader;
  54. ID3D11SamplerState* pFontSampler;
  55. ID3D11ShaderResourceView* pFontTextureView;
  56. ID3D11RasterizerState* pRasterizerState;
  57. ID3D11BlendState* pBlendState;
  58. ID3D11DepthStencilState* pDepthStencilState;
  59. int VertexBufferSize;
  60. int IndexBufferSize;
  61. ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  62. };
  63. struct VERTEX_CONSTANT_BUFFER_DX11
  64. {
  65. float mvp[4][4];
  66. };
  67. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  68. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  69. static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
  70. {
  71. return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  72. }
  73. // Functions
  74. static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
  75. {
  76. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  77. // Setup viewport
  78. D3D11_VIEWPORT vp;
  79. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  80. vp.Width = draw_data->DisplaySize.x;
  81. vp.Height = draw_data->DisplaySize.y;
  82. vp.MinDepth = 0.0f;
  83. vp.MaxDepth = 1.0f;
  84. vp.TopLeftX = vp.TopLeftY = 0;
  85. ctx->RSSetViewports(1, &vp);
  86. // Setup shader and vertex buffers
  87. unsigned int stride = sizeof(ImDrawVert);
  88. unsigned int offset = 0;
  89. ctx->IASetInputLayout(bd->pInputLayout);
  90. ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  91. ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  92. ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  93. ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
  94. ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  95. ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
  96. ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
  97. ctx->GSSetShader(nullptr, nullptr, 0);
  98. ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  99. ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  100. ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  101. // Setup blend state
  102. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  103. ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  104. ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  105. ctx->RSSetState(bd->pRasterizerState);
  106. }
  107. // Render function
  108. void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  109. {
  110. // Avoid rendering when minimized
  111. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  112. return;
  113. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  114. ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
  115. // Create and grow vertex/index buffers if needed
  116. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  117. {
  118. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  119. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  120. D3D11_BUFFER_DESC desc;
  121. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  122. desc.Usage = D3D11_USAGE_DYNAMIC;
  123. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  124. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  125. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  126. desc.MiscFlags = 0;
  127. if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  128. return;
  129. }
  130. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  131. {
  132. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  133. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  134. D3D11_BUFFER_DESC desc;
  135. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  136. desc.Usage = D3D11_USAGE_DYNAMIC;
  137. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  138. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  139. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  140. if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  141. return;
  142. }
  143. // Upload vertex/index data into a single contiguous GPU buffer
  144. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  145. if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  146. return;
  147. if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  148. return;
  149. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  150. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  151. for (int n = 0; n < draw_data->CmdListsCount; n++)
  152. {
  153. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  154. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  155. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  156. vtx_dst += cmd_list->VtxBuffer.Size;
  157. idx_dst += cmd_list->IdxBuffer.Size;
  158. }
  159. ctx->Unmap(bd->pVB, 0);
  160. ctx->Unmap(bd->pIB, 0);
  161. // Setup orthographic projection matrix into our constant buffer
  162. // 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.
  163. {
  164. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  165. if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  166. return;
  167. VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
  168. float L = draw_data->DisplayPos.x;
  169. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  170. float T = draw_data->DisplayPos.y;
  171. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  172. float mvp[4][4] =
  173. {
  174. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  175. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  176. { 0.0f, 0.0f, 0.5f, 0.0f },
  177. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  178. };
  179. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  180. ctx->Unmap(bd->pVertexConstantBuffer, 0);
  181. }
  182. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  183. struct BACKUP_DX11_STATE
  184. {
  185. UINT ScissorRectsCount, ViewportsCount;
  186. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  187. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  188. ID3D11RasterizerState* RS;
  189. ID3D11BlendState* BlendState;
  190. FLOAT BlendFactor[4];
  191. UINT SampleMask;
  192. UINT StencilRef;
  193. ID3D11DepthStencilState* DepthStencilState;
  194. ID3D11ShaderResourceView* PSShaderResource;
  195. ID3D11SamplerState* PSSampler;
  196. ID3D11PixelShader* PS;
  197. ID3D11VertexShader* VS;
  198. ID3D11GeometryShader* GS;
  199. UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
  200. ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
  201. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  202. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  203. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  204. DXGI_FORMAT IndexBufferFormat;
  205. ID3D11InputLayout* InputLayout;
  206. };
  207. BACKUP_DX11_STATE old = {};
  208. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  209. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  210. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  211. ctx->RSGetState(&old.RS);
  212. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  213. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  214. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  215. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  216. old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
  217. ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  218. ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  219. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  220. ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
  221. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  222. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  223. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  224. ctx->IAGetInputLayout(&old.InputLayout);
  225. // Setup desired DX state
  226. ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  227. // Render command lists
  228. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  229. int global_idx_offset = 0;
  230. int global_vtx_offset = 0;
  231. ImVec2 clip_off = draw_data->DisplayPos;
  232. for (int n = 0; n < draw_data->CmdListsCount; n++)
  233. {
  234. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  235. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  236. {
  237. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  238. if (pcmd->UserCallback != nullptr)
  239. {
  240. // User callback, registered via ImDrawList::AddCallback()
  241. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  242. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  243. ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  244. else
  245. pcmd->UserCallback(cmd_list, pcmd);
  246. }
  247. else
  248. {
  249. // Project scissor/clipping rectangles into framebuffer space
  250. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  251. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  252. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  253. continue;
  254. // Apply scissor/clipping rectangle
  255. const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  256. ctx->RSSetScissorRects(1, &r);
  257. // Bind texture, Draw
  258. ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
  259. ctx->PSSetShaderResources(0, 1, &texture_srv);
  260. ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  261. }
  262. }
  263. global_idx_offset += cmd_list->IdxBuffer.Size;
  264. global_vtx_offset += cmd_list->VtxBuffer.Size;
  265. }
  266. // Restore modified DX state
  267. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  268. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  269. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  270. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  271. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  272. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  273. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  274. ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  275. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  276. ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  277. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  278. ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
  279. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  280. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  281. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  282. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  283. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  284. }
  285. static void ImGui_ImplDX11_CreateFontsTexture()
  286. {
  287. // Build texture atlas
  288. ImGuiIO& io = ImGui::GetIO();
  289. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  290. unsigned char* pixels;
  291. int width, height;
  292. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  293. // Upload texture to graphics system
  294. {
  295. D3D11_TEXTURE2D_DESC desc;
  296. ZeroMemory(&desc, sizeof(desc));
  297. desc.Width = width;
  298. desc.Height = height;
  299. desc.MipLevels = 1;
  300. desc.ArraySize = 1;
  301. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  302. desc.SampleDesc.Count = 1;
  303. desc.Usage = D3D11_USAGE_DEFAULT;
  304. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  305. desc.CPUAccessFlags = 0;
  306. ID3D11Texture2D* pTexture = nullptr;
  307. D3D11_SUBRESOURCE_DATA subResource;
  308. subResource.pSysMem = pixels;
  309. subResource.SysMemPitch = desc.Width * 4;
  310. subResource.SysMemSlicePitch = 0;
  311. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  312. IM_ASSERT(pTexture != nullptr);
  313. // Create texture view
  314. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  315. ZeroMemory(&srvDesc, sizeof(srvDesc));
  316. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  317. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  318. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  319. srvDesc.Texture2D.MostDetailedMip = 0;
  320. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
  321. pTexture->Release();
  322. }
  323. // Store our identifier
  324. io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
  325. // Create texture sampler
  326. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  327. {
  328. D3D11_SAMPLER_DESC desc;
  329. ZeroMemory(&desc, sizeof(desc));
  330. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  331. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  332. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  333. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  334. desc.MipLODBias = 0.f;
  335. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  336. desc.MinLOD = 0.f;
  337. desc.MaxLOD = 0.f;
  338. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
  339. }
  340. }
  341. bool ImGui_ImplDX11_CreateDeviceObjects()
  342. {
  343. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  344. if (!bd->pd3dDevice)
  345. return false;
  346. if (bd->pFontSampler)
  347. ImGui_ImplDX11_InvalidateDeviceObjects();
  348. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  349. // If you would like to use this DX11 sample code but remove this dependency you can:
  350. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  351. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  352. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  353. // Create the vertex shader
  354. {
  355. static const char* vertexShader =
  356. "cbuffer vertexBuffer : register(b0) \
  357. {\
  358. float4x4 ProjectionMatrix; \
  359. };\
  360. struct VS_INPUT\
  361. {\
  362. float2 pos : POSITION;\
  363. float4 col : COLOR0;\
  364. float2 uv : TEXCOORD0;\
  365. };\
  366. \
  367. struct PS_INPUT\
  368. {\
  369. float4 pos : SV_POSITION;\
  370. float4 col : COLOR0;\
  371. float2 uv : TEXCOORD0;\
  372. };\
  373. \
  374. PS_INPUT main(VS_INPUT input)\
  375. {\
  376. PS_INPUT output;\
  377. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  378. output.col = input.col;\
  379. output.uv = input.uv;\
  380. return output;\
  381. }";
  382. ID3DBlob* vertexShaderBlob;
  383. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
  384. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  385. if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
  386. {
  387. vertexShaderBlob->Release();
  388. return false;
  389. }
  390. // Create the input layout
  391. D3D11_INPUT_ELEMENT_DESC local_layout[] =
  392. {
  393. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  394. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  395. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  396. };
  397. if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
  398. {
  399. vertexShaderBlob->Release();
  400. return false;
  401. }
  402. vertexShaderBlob->Release();
  403. // Create the constant buffer
  404. {
  405. D3D11_BUFFER_DESC desc;
  406. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
  407. desc.Usage = D3D11_USAGE_DYNAMIC;
  408. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  409. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  410. desc.MiscFlags = 0;
  411. bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
  412. }
  413. }
  414. // Create the pixel shader
  415. {
  416. static const char* pixelShader =
  417. "struct PS_INPUT\
  418. {\
  419. float4 pos : SV_POSITION;\
  420. float4 col : COLOR0;\
  421. float2 uv : TEXCOORD0;\
  422. };\
  423. sampler sampler0;\
  424. Texture2D texture0;\
  425. \
  426. float4 main(PS_INPUT input) : SV_Target\
  427. {\
  428. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  429. return out_col; \
  430. }";
  431. ID3DBlob* pixelShaderBlob;
  432. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
  433. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  434. if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
  435. {
  436. pixelShaderBlob->Release();
  437. return false;
  438. }
  439. pixelShaderBlob->Release();
  440. }
  441. // Create the blending setup
  442. {
  443. D3D11_BLEND_DESC desc;
  444. ZeroMemory(&desc, sizeof(desc));
  445. desc.AlphaToCoverageEnable = false;
  446. desc.RenderTarget[0].BlendEnable = true;
  447. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  448. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  449. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  450. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  451. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  452. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  453. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  454. bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
  455. }
  456. // Create the rasterizer state
  457. {
  458. D3D11_RASTERIZER_DESC desc;
  459. ZeroMemory(&desc, sizeof(desc));
  460. desc.FillMode = D3D11_FILL_SOLID;
  461. desc.CullMode = D3D11_CULL_NONE;
  462. desc.ScissorEnable = true;
  463. desc.DepthClipEnable = true;
  464. bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
  465. }
  466. // Create depth-stencil State
  467. {
  468. D3D11_DEPTH_STENCIL_DESC desc;
  469. ZeroMemory(&desc, sizeof(desc));
  470. desc.DepthEnable = false;
  471. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  472. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  473. desc.StencilEnable = false;
  474. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  475. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  476. desc.BackFace = desc.FrontFace;
  477. bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
  478. }
  479. ImGui_ImplDX11_CreateFontsTexture();
  480. return true;
  481. }
  482. void ImGui_ImplDX11_InvalidateDeviceObjects()
  483. {
  484. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  485. if (!bd->pd3dDevice)
  486. return;
  487. if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
  488. 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.
  489. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  490. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  491. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  492. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  493. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  494. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  495. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  496. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  497. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  498. }
  499. bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  500. {
  501. ImGuiIO& io = ImGui::GetIO();
  502. IMGUI_CHECKVERSION();
  503. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  504. // Setup backend capabilities flags
  505. ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
  506. io.BackendRendererUserData = (void*)bd;
  507. io.BackendRendererName = "imgui_impl_dx11";
  508. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  509. // Get factory from device
  510. IDXGIDevice* pDXGIDevice = nullptr;
  511. IDXGIAdapter* pDXGIAdapter = nullptr;
  512. IDXGIFactory* pFactory = nullptr;
  513. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  514. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  515. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  516. {
  517. bd->pd3dDevice = device;
  518. bd->pd3dDeviceContext = device_context;
  519. bd->pFactory = pFactory;
  520. }
  521. if (pDXGIDevice) pDXGIDevice->Release();
  522. if (pDXGIAdapter) pDXGIAdapter->Release();
  523. bd->pd3dDevice->AddRef();
  524. bd->pd3dDeviceContext->AddRef();
  525. return true;
  526. }
  527. void ImGui_ImplDX11_Shutdown()
  528. {
  529. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  530. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  531. ImGuiIO& io = ImGui::GetIO();
  532. ImGui_ImplDX11_InvalidateDeviceObjects();
  533. if (bd->pFactory) { bd->pFactory->Release(); }
  534. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  535. if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
  536. io.BackendRendererName = nullptr;
  537. io.BackendRendererUserData = nullptr;
  538. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  539. IM_DELETE(bd);
  540. }
  541. void ImGui_ImplDX11_NewFrame()
  542. {
  543. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  544. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
  545. if (!bd->pFontSampler)
  546. ImGui_ImplDX11_CreateDeviceObjects();
  547. }
  548. //-----------------------------------------------------------------------------
  549. #endif // #ifndef IMGUI_DISABLE