imgui_impl_dx11.cpp 31 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. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  8. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
  9. // https://github.com/ocornut/imgui
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 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.
  14. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  15. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  16. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  17. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  18. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  19. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  20. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  21. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  22. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
  23. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  24. // 2016-05-07: DirectX11: Disabling depth-write.
  25. #include "imgui.h"
  26. #include "imgui_impl_dx11.h"
  27. // DirectX
  28. #include <stdio.h>
  29. #include <d3d11.h>
  30. #include <d3dcompiler.h>
  31. #ifdef _MSC_VER
  32. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  33. #endif
  34. // DirectX data
  35. static ID3D11Device* g_pd3dDevice = NULL;
  36. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  37. static IDXGIFactory* g_pFactory = NULL;
  38. static ID3D11Buffer* g_pVB = NULL;
  39. static ID3D11Buffer* g_pIB = NULL;
  40. static ID3D10Blob* g_pVertexShaderBlob = NULL;
  41. static ID3D11VertexShader* g_pVertexShader = NULL;
  42. static ID3D11InputLayout* g_pInputLayout = NULL;
  43. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  44. static ID3D10Blob* g_pPixelShaderBlob = NULL;
  45. static ID3D11PixelShader* g_pPixelShader = NULL;
  46. static ID3D11SamplerState* g_pFontSampler = NULL;
  47. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  48. static ID3D11RasterizerState* g_pRasterizerState = NULL;
  49. static ID3D11BlendState* g_pBlendState = NULL;
  50. static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
  51. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  52. struct VERTEX_CONSTANT_BUFFER
  53. {
  54. float mvp[4][4];
  55. };
  56. // Forward Declarations
  57. static void ImGui_ImplDX11_InitPlatformInterface();
  58. static void ImGui_ImplDX11_ShutdownPlatformInterface();
  59. static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
  60. {
  61. // Setup viewport
  62. D3D11_VIEWPORT vp;
  63. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  64. vp.Width = draw_data->DisplaySize.x;
  65. vp.Height = draw_data->DisplaySize.y;
  66. vp.MinDepth = 0.0f;
  67. vp.MaxDepth = 1.0f;
  68. vp.TopLeftX = vp.TopLeftY = 0;
  69. ctx->RSSetViewports(1, &vp);
  70. // Setup shader and vertex buffers
  71. unsigned int stride = sizeof(ImDrawVert);
  72. unsigned int offset = 0;
  73. ctx->IASetInputLayout(g_pInputLayout);
  74. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  75. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  76. ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  77. ctx->VSSetShader(g_pVertexShader, NULL, 0);
  78. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  79. ctx->PSSetShader(g_pPixelShader, NULL, 0);
  80. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  81. ctx->GSSetShader(NULL, NULL, 0);
  82. ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
  83. ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
  84. ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
  85. // Setup blend state
  86. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  87. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  88. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  89. ctx->RSSetState(g_pRasterizerState);
  90. }
  91. // Render function
  92. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  93. void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  94. {
  95. // Avoid rendering when minimized
  96. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  97. return;
  98. ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
  99. // Create and grow vertex/index buffers if needed
  100. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  101. {
  102. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  103. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  104. D3D11_BUFFER_DESC desc;
  105. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  106. desc.Usage = D3D11_USAGE_DYNAMIC;
  107. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  108. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  109. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  110. desc.MiscFlags = 0;
  111. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  112. return;
  113. }
  114. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  115. {
  116. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  117. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  118. D3D11_BUFFER_DESC desc;
  119. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  120. desc.Usage = D3D11_USAGE_DYNAMIC;
  121. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  122. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  123. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  124. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  125. return;
  126. }
  127. // Upload vertex/index data into a single contiguous GPU buffer
  128. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  129. if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  130. return;
  131. if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  132. return;
  133. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  134. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  135. for (int n = 0; n < draw_data->CmdListsCount; n++)
  136. {
  137. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  138. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  139. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  140. vtx_dst += cmd_list->VtxBuffer.Size;
  141. idx_dst += cmd_list->IdxBuffer.Size;
  142. }
  143. ctx->Unmap(g_pVB, 0);
  144. ctx->Unmap(g_pIB, 0);
  145. // Setup orthographic projection matrix into our constant buffer
  146. // 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.
  147. {
  148. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  149. if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  150. return;
  151. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
  152. float L = draw_data->DisplayPos.x;
  153. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  154. float T = draw_data->DisplayPos.y;
  155. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  156. float mvp[4][4] =
  157. {
  158. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  159. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  160. { 0.0f, 0.0f, 0.5f, 0.0f },
  161. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  162. };
  163. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  164. ctx->Unmap(g_pVertexConstantBuffer, 0);
  165. }
  166. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  167. struct BACKUP_DX11_STATE
  168. {
  169. UINT ScissorRectsCount, ViewportsCount;
  170. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  171. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  172. ID3D11RasterizerState* RS;
  173. ID3D11BlendState* BlendState;
  174. FLOAT BlendFactor[4];
  175. UINT SampleMask;
  176. UINT StencilRef;
  177. ID3D11DepthStencilState* DepthStencilState;
  178. ID3D11ShaderResourceView* PSShaderResource;
  179. ID3D11SamplerState* PSSampler;
  180. ID3D11PixelShader* PS;
  181. ID3D11VertexShader* VS;
  182. ID3D11GeometryShader* GS;
  183. UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
  184. ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
  185. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  186. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  187. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  188. DXGI_FORMAT IndexBufferFormat;
  189. ID3D11InputLayout* InputLayout;
  190. };
  191. BACKUP_DX11_STATE old;
  192. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  193. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  194. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  195. ctx->RSGetState(&old.RS);
  196. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  197. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  198. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  199. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  200. old.PSInstancesCount = old.VSInstancesCount = 256;
  201. ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  202. ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  203. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  204. ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
  205. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  206. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  207. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  208. ctx->IAGetInputLayout(&old.InputLayout);
  209. // Setup desired DX state
  210. ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  211. // Render command lists
  212. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  213. int global_idx_offset = 0;
  214. int global_vtx_offset = 0;
  215. ImVec2 clip_off = draw_data->DisplayPos;
  216. for (int n = 0; n < draw_data->CmdListsCount; n++)
  217. {
  218. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  219. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  220. {
  221. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  222. if (pcmd->UserCallback != NULL)
  223. {
  224. // User callback, registered via ImDrawList::AddCallback()
  225. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  226. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  227. ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  228. else
  229. pcmd->UserCallback(cmd_list, pcmd);
  230. }
  231. else
  232. {
  233. // Apply scissor/clipping rectangle
  234. const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
  235. ctx->RSSetScissorRects(1, &r);
  236. // Bind texture, Draw
  237. ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
  238. ctx->PSSetShaderResources(0, 1, &texture_srv);
  239. ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  240. }
  241. }
  242. global_idx_offset += cmd_list->IdxBuffer.Size;
  243. global_vtx_offset += cmd_list->VtxBuffer.Size;
  244. }
  245. // Restore modified DX state
  246. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  247. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  248. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  249. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  250. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  251. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  252. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  253. ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  254. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  255. ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  256. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  257. ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
  258. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  259. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  260. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  261. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  262. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  263. }
  264. static void ImGui_ImplDX11_CreateFontsTexture()
  265. {
  266. // Build texture atlas
  267. ImGuiIO& io = ImGui::GetIO();
  268. unsigned char* pixels;
  269. int width, height;
  270. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  271. // Upload texture to graphics system
  272. {
  273. D3D11_TEXTURE2D_DESC desc;
  274. ZeroMemory(&desc, sizeof(desc));
  275. desc.Width = width;
  276. desc.Height = height;
  277. desc.MipLevels = 1;
  278. desc.ArraySize = 1;
  279. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  280. desc.SampleDesc.Count = 1;
  281. desc.Usage = D3D11_USAGE_DEFAULT;
  282. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  283. desc.CPUAccessFlags = 0;
  284. ID3D11Texture2D *pTexture = NULL;
  285. D3D11_SUBRESOURCE_DATA subResource;
  286. subResource.pSysMem = pixels;
  287. subResource.SysMemPitch = desc.Width * 4;
  288. subResource.SysMemSlicePitch = 0;
  289. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  290. // Create texture view
  291. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  292. ZeroMemory(&srvDesc, sizeof(srvDesc));
  293. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  294. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  295. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  296. srvDesc.Texture2D.MostDetailedMip = 0;
  297. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  298. pTexture->Release();
  299. }
  300. // Store our identifier
  301. io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
  302. // Create texture sampler
  303. {
  304. D3D11_SAMPLER_DESC desc;
  305. ZeroMemory(&desc, sizeof(desc));
  306. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  307. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  308. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  309. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  310. desc.MipLODBias = 0.f;
  311. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  312. desc.MinLOD = 0.f;
  313. desc.MaxLOD = 0.f;
  314. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  315. }
  316. }
  317. bool ImGui_ImplDX11_CreateDeviceObjects()
  318. {
  319. if (!g_pd3dDevice)
  320. return false;
  321. if (g_pFontSampler)
  322. ImGui_ImplDX11_InvalidateDeviceObjects();
  323. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  324. // If you would like to use this DX11 sample code but remove this dependency you can:
  325. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  326. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  327. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  328. // Create the vertex shader
  329. {
  330. static const char* vertexShader =
  331. "cbuffer vertexBuffer : register(b0) \
  332. {\
  333. float4x4 ProjectionMatrix; \
  334. };\
  335. struct VS_INPUT\
  336. {\
  337. float2 pos : POSITION;\
  338. float4 col : COLOR0;\
  339. float2 uv : TEXCOORD0;\
  340. };\
  341. \
  342. struct PS_INPUT\
  343. {\
  344. float4 pos : SV_POSITION;\
  345. float4 col : COLOR0;\
  346. float2 uv : TEXCOORD0;\
  347. };\
  348. \
  349. PS_INPUT main(VS_INPUT input)\
  350. {\
  351. PS_INPUT output;\
  352. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  353. output.col = input.col;\
  354. output.uv = input.uv;\
  355. return output;\
  356. }";
  357. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  358. 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!
  359. return false;
  360. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  361. return false;
  362. // Create the input layout
  363. D3D11_INPUT_ELEMENT_DESC local_layout[] =
  364. {
  365. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  366. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  367. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  368. };
  369. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  370. return false;
  371. // Create the constant buffer
  372. {
  373. D3D11_BUFFER_DESC desc;
  374. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  375. desc.Usage = D3D11_USAGE_DYNAMIC;
  376. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  377. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  378. desc.MiscFlags = 0;
  379. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  380. }
  381. }
  382. // Create the pixel shader
  383. {
  384. static const char* pixelShader =
  385. "struct PS_INPUT\
  386. {\
  387. float4 pos : SV_POSITION;\
  388. float4 col : COLOR0;\
  389. float2 uv : TEXCOORD0;\
  390. };\
  391. sampler sampler0;\
  392. Texture2D texture0;\
  393. \
  394. float4 main(PS_INPUT input) : SV_Target\
  395. {\
  396. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  397. return out_col; \
  398. }";
  399. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  400. 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!
  401. return false;
  402. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  403. return false;
  404. }
  405. // Create the blending setup
  406. {
  407. D3D11_BLEND_DESC desc;
  408. ZeroMemory(&desc, sizeof(desc));
  409. desc.AlphaToCoverageEnable = false;
  410. desc.RenderTarget[0].BlendEnable = true;
  411. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  412. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  413. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  414. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  415. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  416. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  417. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  418. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  419. }
  420. // Create the rasterizer state
  421. {
  422. D3D11_RASTERIZER_DESC desc;
  423. ZeroMemory(&desc, sizeof(desc));
  424. desc.FillMode = D3D11_FILL_SOLID;
  425. desc.CullMode = D3D11_CULL_NONE;
  426. desc.ScissorEnable = true;
  427. desc.DepthClipEnable = true;
  428. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  429. }
  430. // Create depth-stencil State
  431. {
  432. D3D11_DEPTH_STENCIL_DESC desc;
  433. ZeroMemory(&desc, sizeof(desc));
  434. desc.DepthEnable = false;
  435. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  436. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  437. desc.StencilEnable = false;
  438. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  439. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  440. desc.BackFace = desc.FrontFace;
  441. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  442. }
  443. ImGui_ImplDX11_CreateFontsTexture();
  444. return true;
  445. }
  446. void ImGui_ImplDX11_InvalidateDeviceObjects()
  447. {
  448. if (!g_pd3dDevice)
  449. return;
  450. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  451. 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.
  452. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  453. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  454. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  455. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  456. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  457. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  458. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  459. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  460. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  461. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  462. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  463. }
  464. bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  465. {
  466. // Setup back-end capabilities flags
  467. ImGuiIO& io = ImGui::GetIO();
  468. io.BackendRendererName = "imgui_impl_dx11";
  469. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  470. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  471. // Get factory from device
  472. IDXGIDevice* pDXGIDevice = NULL;
  473. IDXGIAdapter* pDXGIAdapter = NULL;
  474. IDXGIFactory* pFactory = NULL;
  475. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  476. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  477. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  478. {
  479. g_pd3dDevice = device;
  480. g_pd3dDeviceContext = device_context;
  481. g_pFactory = pFactory;
  482. }
  483. if (pDXGIDevice) pDXGIDevice->Release();
  484. if (pDXGIAdapter) pDXGIAdapter->Release();
  485. g_pd3dDevice->AddRef();
  486. g_pd3dDeviceContext->AddRef();
  487. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  488. ImGui_ImplDX11_InitPlatformInterface();
  489. return true;
  490. }
  491. void ImGui_ImplDX11_Shutdown()
  492. {
  493. ImGui_ImplDX11_ShutdownPlatformInterface();
  494. ImGui_ImplDX11_InvalidateDeviceObjects();
  495. if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
  496. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  497. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  498. }
  499. void ImGui_ImplDX11_NewFrame()
  500. {
  501. if (!g_pFontSampler)
  502. ImGui_ImplDX11_CreateDeviceObjects();
  503. }
  504. //--------------------------------------------------------------------------------------------------------
  505. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  506. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  507. // 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..
  508. //--------------------------------------------------------------------------------------------------------
  509. struct ImGuiViewportDataDx11
  510. {
  511. IDXGISwapChain* SwapChain;
  512. ID3D11RenderTargetView* RTView;
  513. ImGuiViewportDataDx11() { SwapChain = NULL; RTView = NULL; }
  514. ~ImGuiViewportDataDx11() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
  515. };
  516. static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
  517. {
  518. ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
  519. viewport->RendererUserData = data;
  520. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
  521. // Some back-end will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
  522. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  523. IM_ASSERT(hwnd != 0);
  524. // Create swap chain
  525. DXGI_SWAP_CHAIN_DESC sd;
  526. ZeroMemory(&sd, sizeof(sd));
  527. sd.BufferDesc.Width = (UINT)viewport->Size.x;
  528. sd.BufferDesc.Height = (UINT)viewport->Size.y;
  529. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  530. sd.SampleDesc.Count = 1;
  531. sd.SampleDesc.Quality = 0;
  532. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  533. sd.BufferCount = 1;
  534. sd.OutputWindow = hwnd;
  535. sd.Windowed = TRUE;
  536. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  537. sd.Flags = 0;
  538. IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
  539. g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
  540. // Create the render target
  541. if (data->SwapChain)
  542. {
  543. ID3D11Texture2D* pBackBuffer;
  544. data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  545. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
  546. pBackBuffer->Release();
  547. }
  548. }
  549. static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
  550. {
  551. // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
  552. if (ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData)
  553. {
  554. if (data->SwapChain)
  555. data->SwapChain->Release();
  556. data->SwapChain = NULL;
  557. if (data->RTView)
  558. data->RTView->Release();
  559. data->RTView = NULL;
  560. IM_DELETE(data);
  561. }
  562. viewport->RendererUserData = NULL;
  563. }
  564. static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  565. {
  566. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  567. if (data->RTView)
  568. {
  569. data->RTView->Release();
  570. data->RTView = NULL;
  571. }
  572. if (data->SwapChain)
  573. {
  574. ID3D11Texture2D* pBackBuffer = NULL;
  575. data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
  576. data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  577. if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
  578. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
  579. pBackBuffer->Release();
  580. }
  581. }
  582. static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
  583. {
  584. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  585. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  586. g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
  587. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  588. g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
  589. ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
  590. }
  591. static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
  592. {
  593. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  594. data->SwapChain->Present(0, 0); // Present without vsync
  595. }
  596. static void ImGui_ImplDX11_InitPlatformInterface()
  597. {
  598. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  599. platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
  600. platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
  601. platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
  602. platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
  603. platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
  604. }
  605. static void ImGui_ImplDX11_ShutdownPlatformInterface()
  606. {
  607. ImGui::DestroyPlatformWindows();
  608. }