imgui_impl_dx9.cpp 19 KB

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  1. // dear imgui: Renderer Backend for DirectX9
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' 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. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
  16. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  17. // 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).
  18. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  19. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  20. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  21. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  22. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  23. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  24. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  25. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  26. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  27. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  28. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  29. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  30. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  31. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  32. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  33. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  34. #include "imgui.h"
  35. #ifndef IMGUI_DISABLE
  36. #include "imgui_impl_dx9.h"
  37. // DirectX
  38. #include <d3d9.h>
  39. // DirectX data
  40. struct ImGui_ImplDX9_Data
  41. {
  42. LPDIRECT3DDEVICE9 pd3dDevice;
  43. LPDIRECT3DVERTEXBUFFER9 pVB;
  44. LPDIRECT3DINDEXBUFFER9 pIB;
  45. LPDIRECT3DTEXTURE9 FontTexture;
  46. int VertexBufferSize;
  47. int IndexBufferSize;
  48. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  49. };
  50. struct CUSTOMVERTEX
  51. {
  52. float pos[3];
  53. D3DCOLOR col;
  54. float uv[2];
  55. };
  56. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  57. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  58. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  59. #else
  60. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  61. #endif
  62. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  63. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  64. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  65. {
  66. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  67. }
  68. // Functions
  69. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  70. {
  71. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  72. // Setup viewport
  73. D3DVIEWPORT9 vp;
  74. vp.X = vp.Y = 0;
  75. vp.Width = (DWORD)draw_data->DisplaySize.x;
  76. vp.Height = (DWORD)draw_data->DisplaySize.y;
  77. vp.MinZ = 0.0f;
  78. vp.MaxZ = 1.0f;
  79. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  80. device->SetViewport(&vp);
  81. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  82. device->SetPixelShader(nullptr);
  83. device->SetVertexShader(nullptr);
  84. device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  85. device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  86. device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  87. device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  88. device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  89. device->SetRenderState(D3DRS_ZENABLE, FALSE);
  90. device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  91. device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  92. device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  93. device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  94. device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  95. device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  96. device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  97. device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  98. device->SetRenderState(D3DRS_FOGENABLE, FALSE);
  99. device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  100. device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  101. device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  102. device->SetRenderState(D3DRS_CLIPPING, TRUE);
  103. device->SetRenderState(D3DRS_LIGHTING, FALSE);
  104. device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  105. device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  106. device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  107. device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  108. device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  109. device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  110. device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  111. device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  112. device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  113. device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  114. // Setup orthographic projection matrix
  115. // 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.
  116. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  117. {
  118. float L = draw_data->DisplayPos.x + 0.5f;
  119. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  120. float T = draw_data->DisplayPos.y + 0.5f;
  121. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  122. D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
  123. D3DMATRIX mat_projection =
  124. { { {
  125. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  126. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  127. 0.0f, 0.0f, 0.5f, 0.0f,
  128. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  129. } } };
  130. device->SetTransform(D3DTS_WORLD, &mat_identity);
  131. device->SetTransform(D3DTS_VIEW, &mat_identity);
  132. device->SetTransform(D3DTS_PROJECTION, &mat_projection);
  133. }
  134. }
  135. // Render function.
  136. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  137. {
  138. // Avoid rendering when minimized
  139. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  140. return;
  141. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  142. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  143. // Create and grow buffers if needed
  144. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  145. {
  146. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  147. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  148. if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  149. return;
  150. }
  151. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  152. {
  153. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  154. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  155. if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  156. return;
  157. }
  158. // Backup the DX9 state
  159. IDirect3DStateBlock9* state_block = nullptr;
  160. if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
  161. return;
  162. if (state_block->Capture() < 0)
  163. {
  164. state_block->Release();
  165. return;
  166. }
  167. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  168. D3DMATRIX last_world, last_view, last_projection;
  169. device->GetTransform(D3DTS_WORLD, &last_world);
  170. device->GetTransform(D3DTS_VIEW, &last_view);
  171. device->GetTransform(D3DTS_PROJECTION, &last_projection);
  172. // Allocate buffers
  173. CUSTOMVERTEX* vtx_dst;
  174. ImDrawIdx* idx_dst;
  175. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  176. {
  177. state_block->Release();
  178. return;
  179. }
  180. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  181. {
  182. bd->pVB->Unlock();
  183. state_block->Release();
  184. return;
  185. }
  186. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  187. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  188. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  189. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  190. for (int n = 0; n < draw_data->CmdListsCount; n++)
  191. {
  192. const ImDrawList* draw_list = draw_data->CmdLists[n];
  193. const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
  194. for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
  195. {
  196. vtx_dst->pos[0] = vtx_src->pos.x;
  197. vtx_dst->pos[1] = vtx_src->pos.y;
  198. vtx_dst->pos[2] = 0.0f;
  199. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  200. vtx_dst->uv[0] = vtx_src->uv.x;
  201. vtx_dst->uv[1] = vtx_src->uv.y;
  202. vtx_dst++;
  203. vtx_src++;
  204. }
  205. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  206. idx_dst += draw_list->IdxBuffer.Size;
  207. }
  208. bd->pVB->Unlock();
  209. bd->pIB->Unlock();
  210. device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  211. device->SetIndices(bd->pIB);
  212. device->SetFVF(D3DFVF_CUSTOMVERTEX);
  213. // Setup desired DX state
  214. ImGui_ImplDX9_SetupRenderState(draw_data);
  215. // Render command lists
  216. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  217. int global_vtx_offset = 0;
  218. int global_idx_offset = 0;
  219. ImVec2 clip_off = draw_data->DisplayPos;
  220. for (int n = 0; n < draw_data->CmdListsCount; n++)
  221. {
  222. const ImDrawList* draw_list = draw_data->CmdLists[n];
  223. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  224. {
  225. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  226. if (pcmd->UserCallback != nullptr)
  227. {
  228. // User callback, registered via ImDrawList::AddCallback()
  229. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  230. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  231. ImGui_ImplDX9_SetupRenderState(draw_data);
  232. else
  233. pcmd->UserCallback(draw_list, pcmd);
  234. }
  235. else
  236. {
  237. // Project scissor/clipping rectangles into framebuffer space
  238. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  239. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  240. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  241. continue;
  242. // Apply scissor/clipping rectangle
  243. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  244. device->SetScissorRect(&r);
  245. // Bind texture, Draw
  246. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  247. device->SetTexture(0, texture);
  248. device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  249. }
  250. }
  251. global_idx_offset += draw_list->IdxBuffer.Size;
  252. global_vtx_offset += draw_list->VtxBuffer.Size;
  253. }
  254. // Restore the DX9 transform
  255. device->SetTransform(D3DTS_WORLD, &last_world);
  256. device->SetTransform(D3DTS_VIEW, &last_view);
  257. device->SetTransform(D3DTS_PROJECTION, &last_projection);
  258. // Restore the DX9 state
  259. state_block->Apply();
  260. state_block->Release();
  261. }
  262. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  263. {
  264. ImGuiIO& io = ImGui::GetIO();
  265. IMGUI_CHECKVERSION();
  266. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  267. // Setup backend capabilities flags
  268. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  269. io.BackendRendererUserData = (void*)bd;
  270. io.BackendRendererName = "imgui_impl_dx9";
  271. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  272. bd->pd3dDevice = device;
  273. bd->pd3dDevice->AddRef();
  274. return true;
  275. }
  276. void ImGui_ImplDX9_Shutdown()
  277. {
  278. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  279. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  280. ImGuiIO& io = ImGui::GetIO();
  281. ImGui_ImplDX9_InvalidateDeviceObjects();
  282. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  283. io.BackendRendererName = nullptr;
  284. io.BackendRendererUserData = nullptr;
  285. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  286. IM_DELETE(bd);
  287. }
  288. static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
  289. {
  290. IDirect3D9* pd3d = nullptr;
  291. if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
  292. return false;
  293. D3DDEVICE_CREATION_PARAMETERS param = {};
  294. D3DDISPLAYMODE mode = {};
  295. if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
  296. {
  297. pd3d->Release();
  298. return false;
  299. }
  300. // Font texture should support linear filter, color blend and write to render-target
  301. bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
  302. pd3d->Release();
  303. return support;
  304. }
  305. static bool ImGui_ImplDX9_CreateFontsTexture()
  306. {
  307. // Build texture atlas
  308. ImGuiIO& io = ImGui::GetIO();
  309. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  310. unsigned char* pixels;
  311. int width, height, bytes_per_pixel;
  312. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  313. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  314. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  315. const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  316. if (!rgba_support && io.Fonts->TexPixelsUseColors)
  317. {
  318. ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
  319. for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
  320. *dst = IMGUI_COL_TO_DX9_ARGB(*src);
  321. pixels = (unsigned char*)dst_start;
  322. }
  323. #else
  324. const bool rgba_support = false;
  325. #endif
  326. // Upload texture to graphics system
  327. bd->FontTexture = nullptr;
  328. if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
  329. return false;
  330. D3DLOCKED_RECT tex_locked_rect;
  331. if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
  332. return false;
  333. for (int y = 0; y < height; y++)
  334. memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
  335. bd->FontTexture->UnlockRect(0);
  336. // Store our identifier
  337. io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
  338. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  339. if (!rgba_support && io.Fonts->TexPixelsUseColors)
  340. ImGui::MemFree(pixels);
  341. #endif
  342. return true;
  343. }
  344. bool ImGui_ImplDX9_CreateDeviceObjects()
  345. {
  346. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  347. if (!bd || !bd->pd3dDevice)
  348. return false;
  349. if (!ImGui_ImplDX9_CreateFontsTexture())
  350. return false;
  351. return true;
  352. }
  353. void ImGui_ImplDX9_InvalidateDeviceObjects()
  354. {
  355. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  356. if (!bd || !bd->pd3dDevice)
  357. return;
  358. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  359. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  360. if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  361. }
  362. void ImGui_ImplDX9_NewFrame()
  363. {
  364. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  365. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
  366. if (!bd->FontTexture)
  367. ImGui_ImplDX9_CreateDeviceObjects();
  368. }
  369. //-----------------------------------------------------------------------------
  370. #endif // #ifndef IMGUI_DISABLE