imgui_impl_dx11.cpp 23 KB

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  1. // dear imgui: Renderer for DirectX11
  2. // This needs to be used along with a Platform Binding (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  6. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
  7. // https://github.com/ocornut/imgui
  8. // CHANGELOG
  9. // (minor and older changes stripped away, please see git history for details)
  10. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  11. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  12. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  13. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  14. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  15. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  16. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
  17. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  18. // 2016-05-07: DirectX11: Disabling depth-write.
  19. #include "imgui.h"
  20. #include "imgui_impl_dx11.h"
  21. // DirectX
  22. #include <stdio.h>
  23. #include <d3d11.h>
  24. #include <d3dcompiler.h>
  25. #ifdef _MSC_VER
  26. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  27. #endif
  28. // DirectX data
  29. static ID3D11Device* g_pd3dDevice = NULL;
  30. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  31. static IDXGIFactory* g_pFactory = NULL;
  32. static ID3D11Buffer* g_pVB = NULL;
  33. static ID3D11Buffer* g_pIB = NULL;
  34. static ID3D10Blob* g_pVertexShaderBlob = NULL;
  35. static ID3D11VertexShader* g_pVertexShader = NULL;
  36. static ID3D11InputLayout* g_pInputLayout = NULL;
  37. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  38. static ID3D10Blob* g_pPixelShaderBlob = NULL;
  39. static ID3D11PixelShader* g_pPixelShader = NULL;
  40. static ID3D11SamplerState* g_pFontSampler = NULL;
  41. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  42. static ID3D11RasterizerState* g_pRasterizerState = NULL;
  43. static ID3D11BlendState* g_pBlendState = NULL;
  44. static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
  45. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  46. struct VERTEX_CONSTANT_BUFFER
  47. {
  48. float mvp[4][4];
  49. };
  50. // Render function
  51. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  52. void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  53. {
  54. ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
  55. // Create and grow vertex/index buffers if needed
  56. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  57. {
  58. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  59. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  60. D3D11_BUFFER_DESC desc;
  61. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  62. desc.Usage = D3D11_USAGE_DYNAMIC;
  63. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  64. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  65. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  66. desc.MiscFlags = 0;
  67. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  68. return;
  69. }
  70. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  71. {
  72. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  73. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  74. D3D11_BUFFER_DESC desc;
  75. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  76. desc.Usage = D3D11_USAGE_DYNAMIC;
  77. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  78. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  79. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  80. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  81. return;
  82. }
  83. // Copy and convert all vertices into a single contiguous buffer
  84. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  85. if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  86. return;
  87. if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  88. return;
  89. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  90. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  91. for (int n = 0; n < draw_data->CmdListsCount; n++)
  92. {
  93. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  94. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  95. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  96. vtx_dst += cmd_list->VtxBuffer.Size;
  97. idx_dst += cmd_list->IdxBuffer.Size;
  98. }
  99. ctx->Unmap(g_pVB, 0);
  100. ctx->Unmap(g_pIB, 0);
  101. // Setup orthographic projection matrix into our constant buffer
  102. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  103. {
  104. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  105. if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  106. return;
  107. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
  108. float L = draw_data->DisplayPos.x;
  109. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  110. float T = draw_data->DisplayPos.y;
  111. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  112. float mvp[4][4] =
  113. {
  114. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  115. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  116. { 0.0f, 0.0f, 0.5f, 0.0f },
  117. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  118. };
  119. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  120. ctx->Unmap(g_pVertexConstantBuffer, 0);
  121. }
  122. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  123. struct BACKUP_DX11_STATE
  124. {
  125. UINT ScissorRectsCount, ViewportsCount;
  126. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  127. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  128. ID3D11RasterizerState* RS;
  129. ID3D11BlendState* BlendState;
  130. FLOAT BlendFactor[4];
  131. UINT SampleMask;
  132. UINT StencilRef;
  133. ID3D11DepthStencilState* DepthStencilState;
  134. ID3D11ShaderResourceView* PSShaderResource;
  135. ID3D11SamplerState* PSSampler;
  136. ID3D11PixelShader* PS;
  137. ID3D11VertexShader* VS;
  138. UINT PSInstancesCount, VSInstancesCount;
  139. ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
  140. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  141. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  142. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  143. DXGI_FORMAT IndexBufferFormat;
  144. ID3D11InputLayout* InputLayout;
  145. };
  146. BACKUP_DX11_STATE old;
  147. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  148. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  149. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  150. ctx->RSGetState(&old.RS);
  151. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  152. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  153. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  154. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  155. old.PSInstancesCount = old.VSInstancesCount = 256;
  156. ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  157. ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  158. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  159. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  160. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  161. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  162. ctx->IAGetInputLayout(&old.InputLayout);
  163. // Setup viewport
  164. D3D11_VIEWPORT vp;
  165. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  166. vp.Width = draw_data->DisplaySize.x;
  167. vp.Height = draw_data->DisplaySize.y;
  168. vp.MinDepth = 0.0f;
  169. vp.MaxDepth = 1.0f;
  170. vp.TopLeftX = vp.TopLeftY = 0;
  171. ctx->RSSetViewports(1, &vp);
  172. // Bind shader and vertex buffers
  173. unsigned int stride = sizeof(ImDrawVert);
  174. unsigned int offset = 0;
  175. ctx->IASetInputLayout(g_pInputLayout);
  176. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  177. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  178. ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  179. ctx->VSSetShader(g_pVertexShader, NULL, 0);
  180. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  181. ctx->PSSetShader(g_pPixelShader, NULL, 0);
  182. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  183. // Setup render state
  184. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  185. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  186. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  187. ctx->RSSetState(g_pRasterizerState);
  188. // Render command lists
  189. int vtx_offset = 0;
  190. int idx_offset = 0;
  191. ImVec2 pos = draw_data->DisplayPos;
  192. for (int n = 0; n < draw_data->CmdListsCount; n++)
  193. {
  194. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  195. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  196. {
  197. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  198. if (pcmd->UserCallback)
  199. {
  200. // User callback (registered via ImDrawList::AddCallback)
  201. pcmd->UserCallback(cmd_list, pcmd);
  202. }
  203. else
  204. {
  205. // Apply scissor/clipping rectangle
  206. const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
  207. ctx->RSSetScissorRects(1, &r);
  208. // Bind texture, Draw
  209. ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
  210. ctx->PSSetShaderResources(0, 1, &texture_srv);
  211. ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
  212. }
  213. idx_offset += pcmd->ElemCount;
  214. }
  215. vtx_offset += cmd_list->VtxBuffer.Size;
  216. }
  217. // Restore modified DX state
  218. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  219. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  220. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  221. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  222. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  223. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  224. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  225. ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  226. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  227. ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  228. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  229. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  230. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  231. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  232. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  233. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  234. }
  235. static void ImGui_ImplDX11_CreateFontsTexture()
  236. {
  237. // Build texture atlas
  238. ImGuiIO& io = ImGui::GetIO();
  239. unsigned char* pixels;
  240. int width, height;
  241. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  242. // Upload texture to graphics system
  243. {
  244. D3D11_TEXTURE2D_DESC desc;
  245. ZeroMemory(&desc, sizeof(desc));
  246. desc.Width = width;
  247. desc.Height = height;
  248. desc.MipLevels = 1;
  249. desc.ArraySize = 1;
  250. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  251. desc.SampleDesc.Count = 1;
  252. desc.Usage = D3D11_USAGE_DEFAULT;
  253. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  254. desc.CPUAccessFlags = 0;
  255. ID3D11Texture2D *pTexture = NULL;
  256. D3D11_SUBRESOURCE_DATA subResource;
  257. subResource.pSysMem = pixels;
  258. subResource.SysMemPitch = desc.Width * 4;
  259. subResource.SysMemSlicePitch = 0;
  260. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  261. // Create texture view
  262. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  263. ZeroMemory(&srvDesc, sizeof(srvDesc));
  264. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  265. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  266. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  267. srvDesc.Texture2D.MostDetailedMip = 0;
  268. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  269. pTexture->Release();
  270. }
  271. // Store our identifier
  272. io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
  273. // Create texture sampler
  274. {
  275. D3D11_SAMPLER_DESC desc;
  276. ZeroMemory(&desc, sizeof(desc));
  277. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  278. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  279. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  280. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  281. desc.MipLODBias = 0.f;
  282. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  283. desc.MinLOD = 0.f;
  284. desc.MaxLOD = 0.f;
  285. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  286. }
  287. }
  288. bool ImGui_ImplDX11_CreateDeviceObjects()
  289. {
  290. if (!g_pd3dDevice)
  291. return false;
  292. if (g_pFontSampler)
  293. ImGui_ImplDX11_InvalidateDeviceObjects();
  294. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  295. // If you would like to use this DX11 sample code but remove this dependency you can:
  296. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  297. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  298. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  299. // Create the vertex shader
  300. {
  301. static const char* vertexShader =
  302. "cbuffer vertexBuffer : register(b0) \
  303. {\
  304. float4x4 ProjectionMatrix; \
  305. };\
  306. struct VS_INPUT\
  307. {\
  308. float2 pos : POSITION;\
  309. float4 col : COLOR0;\
  310. float2 uv : TEXCOORD0;\
  311. };\
  312. \
  313. struct PS_INPUT\
  314. {\
  315. float4 pos : SV_POSITION;\
  316. float4 col : COLOR0;\
  317. float2 uv : TEXCOORD0;\
  318. };\
  319. \
  320. PS_INPUT main(VS_INPUT input)\
  321. {\
  322. PS_INPUT output;\
  323. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  324. output.col = input.col;\
  325. output.uv = input.uv;\
  326. return output;\
  327. }";
  328. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  329. if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  330. return false;
  331. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  332. return false;
  333. // Create the input layout
  334. D3D11_INPUT_ELEMENT_DESC local_layout[] =
  335. {
  336. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  337. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  338. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  339. };
  340. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  341. return false;
  342. // Create the constant buffer
  343. {
  344. D3D11_BUFFER_DESC desc;
  345. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  346. desc.Usage = D3D11_USAGE_DYNAMIC;
  347. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  348. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  349. desc.MiscFlags = 0;
  350. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  351. }
  352. }
  353. // Create the pixel shader
  354. {
  355. static const char* pixelShader =
  356. "struct PS_INPUT\
  357. {\
  358. float4 pos : SV_POSITION;\
  359. float4 col : COLOR0;\
  360. float2 uv : TEXCOORD0;\
  361. };\
  362. sampler sampler0;\
  363. Texture2D texture0;\
  364. \
  365. float4 main(PS_INPUT input) : SV_Target\
  366. {\
  367. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  368. return out_col; \
  369. }";
  370. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  371. if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  372. return false;
  373. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  374. return false;
  375. }
  376. // Create the blending setup
  377. {
  378. D3D11_BLEND_DESC desc;
  379. ZeroMemory(&desc, sizeof(desc));
  380. desc.AlphaToCoverageEnable = false;
  381. desc.RenderTarget[0].BlendEnable = true;
  382. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  383. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  384. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  385. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  386. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  387. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  388. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  389. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  390. }
  391. // Create the rasterizer state
  392. {
  393. D3D11_RASTERIZER_DESC desc;
  394. ZeroMemory(&desc, sizeof(desc));
  395. desc.FillMode = D3D11_FILL_SOLID;
  396. desc.CullMode = D3D11_CULL_NONE;
  397. desc.ScissorEnable = true;
  398. desc.DepthClipEnable = true;
  399. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  400. }
  401. // Create depth-stencil State
  402. {
  403. D3D11_DEPTH_STENCIL_DESC desc;
  404. ZeroMemory(&desc, sizeof(desc));
  405. desc.DepthEnable = false;
  406. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  407. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  408. desc.StencilEnable = false;
  409. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  410. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  411. desc.BackFace = desc.FrontFace;
  412. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  413. }
  414. ImGui_ImplDX11_CreateFontsTexture();
  415. return true;
  416. }
  417. void ImGui_ImplDX11_InvalidateDeviceObjects()
  418. {
  419. if (!g_pd3dDevice)
  420. return;
  421. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  422. 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.
  423. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  424. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  425. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  426. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  427. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  428. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  429. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  430. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  431. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  432. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  433. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  434. }
  435. bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  436. {
  437. ImGuiIO& io = ImGui::GetIO();
  438. io.BackendRendererName = "imgui_impl_dx11";
  439. // Get factory from device
  440. IDXGIDevice* pDXGIDevice = NULL;
  441. IDXGIAdapter* pDXGIAdapter = NULL;
  442. IDXGIFactory* pFactory = NULL;
  443. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  444. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  445. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  446. {
  447. g_pd3dDevice = device;
  448. g_pd3dDeviceContext = device_context;
  449. g_pFactory = pFactory;
  450. }
  451. if (pDXGIDevice) pDXGIDevice->Release();
  452. if (pDXGIAdapter) pDXGIAdapter->Release();
  453. return true;
  454. }
  455. void ImGui_ImplDX11_Shutdown()
  456. {
  457. ImGui_ImplDX11_InvalidateDeviceObjects();
  458. if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
  459. g_pd3dDevice = NULL;
  460. g_pd3dDeviceContext = NULL;
  461. }
  462. void ImGui_ImplDX11_NewFrame()
  463. {
  464. if (!g_pFontSampler)
  465. ImGui_ImplDX11_CreateDeviceObjects();
  466. }