imgui_impl_dx10.cpp 23 KB

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  1. // dear imgui: Renderer for DirectX10
  2. // This needs to be used along with a Platform Binding (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' 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. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  11. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  12. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  13. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
  14. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
  15. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  16. // 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
  17. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
  18. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  19. // 2016-05-07: DirectX10: Disabling depth-write.
  20. #include "imgui.h"
  21. #include "imgui_impl_dx10.h"
  22. // DirectX
  23. #include <stdio.h>
  24. #include <d3d10_1.h>
  25. #include <d3d10.h>
  26. #include <d3dcompiler.h>
  27. #ifdef _MSC_VER
  28. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  29. #endif
  30. // DirectX data
  31. static ID3D10Device* g_pd3dDevice = NULL;
  32. static IDXGIFactory* g_pFactory = NULL;
  33. static ID3D10Buffer* g_pVB = NULL;
  34. static ID3D10Buffer* g_pIB = NULL;
  35. static ID3D10Blob* g_pVertexShaderBlob = NULL;
  36. static ID3D10VertexShader* g_pVertexShader = NULL;
  37. static ID3D10InputLayout* g_pInputLayout = NULL;
  38. static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
  39. static ID3D10Blob* g_pPixelShaderBlob = NULL;
  40. static ID3D10PixelShader* g_pPixelShader = NULL;
  41. static ID3D10SamplerState* g_pFontSampler = NULL;
  42. static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
  43. static ID3D10RasterizerState* g_pRasterizerState = NULL;
  44. static ID3D10BlendState* g_pBlendState = NULL;
  45. static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
  46. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  47. struct VERTEX_CONSTANT_BUFFER
  48. {
  49. float mvp[4][4];
  50. };
  51. static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
  52. {
  53. // Setup viewport
  54. D3D10_VIEWPORT vp;
  55. memset(&vp, 0, sizeof(D3D10_VIEWPORT));
  56. vp.Width = (UINT)draw_data->DisplaySize.x;
  57. vp.Height = (UINT)draw_data->DisplaySize.y;
  58. vp.MinDepth = 0.0f;
  59. vp.MaxDepth = 1.0f;
  60. vp.TopLeftX = vp.TopLeftY = 0;
  61. ctx->RSSetViewports(1, &vp);
  62. // Bind shader and vertex buffers
  63. unsigned int stride = sizeof(ImDrawVert);
  64. unsigned int offset = 0;
  65. ctx->IASetInputLayout(g_pInputLayout);
  66. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  67. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  68. ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  69. ctx->VSSetShader(g_pVertexShader);
  70. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  71. ctx->PSSetShader(g_pPixelShader);
  72. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  73. // Setup render state
  74. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  75. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  76. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  77. ctx->RSSetState(g_pRasterizerState);
  78. }
  79. // Render function
  80. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  81. void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
  82. {
  83. // Avoid rendering when minimized
  84. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  85. return;
  86. ID3D10Device* ctx = g_pd3dDevice;
  87. // Create and grow vertex/index buffers if needed
  88. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  89. {
  90. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  91. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  92. D3D10_BUFFER_DESC desc;
  93. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  94. desc.Usage = D3D10_USAGE_DYNAMIC;
  95. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  96. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  97. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  98. desc.MiscFlags = 0;
  99. if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  100. return;
  101. }
  102. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  103. {
  104. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  105. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  106. D3D10_BUFFER_DESC desc;
  107. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  108. desc.Usage = D3D10_USAGE_DYNAMIC;
  109. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  110. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  111. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  112. if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  113. return;
  114. }
  115. // Copy and convert all vertices into a single contiguous buffer
  116. ImDrawVert* vtx_dst = NULL;
  117. ImDrawIdx* idx_dst = NULL;
  118. g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  119. g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  120. for (int n = 0; n < draw_data->CmdListsCount; n++)
  121. {
  122. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  123. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  124. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  125. vtx_dst += cmd_list->VtxBuffer.Size;
  126. idx_dst += cmd_list->IdxBuffer.Size;
  127. }
  128. g_pVB->Unmap();
  129. g_pIB->Unmap();
  130. // Setup orthographic projection matrix into our constant buffer
  131. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
  132. {
  133. void* mapped_resource;
  134. if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  135. return;
  136. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
  137. float L = draw_data->DisplayPos.x;
  138. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  139. float T = draw_data->DisplayPos.y;
  140. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  141. float mvp[4][4] =
  142. {
  143. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  144. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  145. { 0.0f, 0.0f, 0.5f, 0.0f },
  146. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  147. };
  148. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  149. g_pVertexConstantBuffer->Unmap();
  150. }
  151. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  152. struct BACKUP_DX10_STATE
  153. {
  154. UINT ScissorRectsCount, ViewportsCount;
  155. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  156. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  157. ID3D10RasterizerState* RS;
  158. ID3D10BlendState* BlendState;
  159. FLOAT BlendFactor[4];
  160. UINT SampleMask;
  161. UINT StencilRef;
  162. ID3D10DepthStencilState* DepthStencilState;
  163. ID3D10ShaderResourceView* PSShaderResource;
  164. ID3D10SamplerState* PSSampler;
  165. ID3D10PixelShader* PS;
  166. ID3D10VertexShader* VS;
  167. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  168. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  169. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  170. DXGI_FORMAT IndexBufferFormat;
  171. ID3D10InputLayout* InputLayout;
  172. };
  173. BACKUP_DX10_STATE old;
  174. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  175. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  176. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  177. ctx->RSGetState(&old.RS);
  178. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  179. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  180. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  181. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  182. ctx->PSGetShader(&old.PS);
  183. ctx->VSGetShader(&old.VS);
  184. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  185. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  186. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  187. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  188. ctx->IAGetInputLayout(&old.InputLayout);
  189. // Setup desired DX state
  190. ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
  191. // Render command lists
  192. int vtx_offset = 0;
  193. int idx_offset = 0;
  194. ImVec2 clip_off = draw_data->DisplayPos;
  195. for (int n = 0; n < draw_data->CmdListsCount; n++)
  196. {
  197. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  198. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  199. {
  200. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  201. if (pcmd->UserCallback)
  202. {
  203. // User callback, registered via ImDrawList::AddCallback()
  204. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  205. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  206. ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
  207. else
  208. pcmd->UserCallback(cmd_list, pcmd);
  209. }
  210. else
  211. {
  212. // Apply scissor/clipping rectangle
  213. const D3D10_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)};
  214. ctx->RSSetScissorRects(1, &r);
  215. // Bind texture, Draw
  216. ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
  217. ctx->PSSetShaderResources(0, 1, &texture_srv);
  218. ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
  219. }
  220. idx_offset += pcmd->ElemCount;
  221. }
  222. vtx_offset += cmd_list->VtxBuffer.Size;
  223. }
  224. // Restore modified DX state
  225. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  226. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  227. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  228. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  229. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  230. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  231. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  232. ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  233. ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  234. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  235. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  236. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  237. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  238. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  239. }
  240. static void ImGui_ImplDX10_CreateFontsTexture()
  241. {
  242. // Build texture atlas
  243. ImGuiIO& io = ImGui::GetIO();
  244. unsigned char* pixels;
  245. int width, height;
  246. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  247. // Upload texture to graphics system
  248. {
  249. D3D10_TEXTURE2D_DESC desc;
  250. ZeroMemory(&desc, sizeof(desc));
  251. desc.Width = width;
  252. desc.Height = height;
  253. desc.MipLevels = 1;
  254. desc.ArraySize = 1;
  255. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  256. desc.SampleDesc.Count = 1;
  257. desc.Usage = D3D10_USAGE_DEFAULT;
  258. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  259. desc.CPUAccessFlags = 0;
  260. ID3D10Texture2D *pTexture = NULL;
  261. D3D10_SUBRESOURCE_DATA subResource;
  262. subResource.pSysMem = pixels;
  263. subResource.SysMemPitch = desc.Width * 4;
  264. subResource.SysMemSlicePitch = 0;
  265. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  266. // Create texture view
  267. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  268. ZeroMemory(&srv_desc, sizeof(srv_desc));
  269. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  270. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  271. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  272. srv_desc.Texture2D.MostDetailedMip = 0;
  273. g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
  274. pTexture->Release();
  275. }
  276. // Store our identifier
  277. io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
  278. // Create texture sampler
  279. {
  280. D3D10_SAMPLER_DESC desc;
  281. ZeroMemory(&desc, sizeof(desc));
  282. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  283. desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
  284. desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
  285. desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
  286. desc.MipLODBias = 0.f;
  287. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  288. desc.MinLOD = 0.f;
  289. desc.MaxLOD = 0.f;
  290. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  291. }
  292. }
  293. bool ImGui_ImplDX10_CreateDeviceObjects()
  294. {
  295. if (!g_pd3dDevice)
  296. return false;
  297. if (g_pFontSampler)
  298. ImGui_ImplDX10_InvalidateDeviceObjects();
  299. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  300. // If you would like to use this DX10 sample code but remove this dependency you can:
  301. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  302. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  303. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  304. // Create the vertex shader
  305. {
  306. static const char* vertexShader =
  307. "cbuffer vertexBuffer : register(b0) \
  308. {\
  309. float4x4 ProjectionMatrix; \
  310. };\
  311. struct VS_INPUT\
  312. {\
  313. float2 pos : POSITION;\
  314. float4 col : COLOR0;\
  315. float2 uv : TEXCOORD0;\
  316. };\
  317. \
  318. struct PS_INPUT\
  319. {\
  320. float4 pos : SV_POSITION;\
  321. float4 col : COLOR0;\
  322. float2 uv : TEXCOORD0;\
  323. };\
  324. \
  325. PS_INPUT main(VS_INPUT input)\
  326. {\
  327. PS_INPUT output;\
  328. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  329. output.col = input.col;\
  330. output.uv = input.uv;\
  331. return output;\
  332. }";
  333. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  334. 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!
  335. return false;
  336. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
  337. return false;
  338. // Create the input layout
  339. D3D10_INPUT_ELEMENT_DESC local_layout[] =
  340. {
  341. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  342. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  343. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  344. };
  345. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  346. return false;
  347. // Create the constant buffer
  348. {
  349. D3D10_BUFFER_DESC desc;
  350. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  351. desc.Usage = D3D10_USAGE_DYNAMIC;
  352. desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  353. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  354. desc.MiscFlags = 0;
  355. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  356. }
  357. }
  358. // Create the pixel shader
  359. {
  360. static const char* pixelShader =
  361. "struct PS_INPUT\
  362. {\
  363. float4 pos : SV_POSITION;\
  364. float4 col : COLOR0;\
  365. float2 uv : TEXCOORD0;\
  366. };\
  367. sampler sampler0;\
  368. Texture2D texture0;\
  369. \
  370. float4 main(PS_INPUT input) : SV_Target\
  371. {\
  372. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  373. return out_col; \
  374. }";
  375. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  376. 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!
  377. return false;
  378. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
  379. return false;
  380. }
  381. // Create the blending setup
  382. {
  383. D3D10_BLEND_DESC desc;
  384. ZeroMemory(&desc, sizeof(desc));
  385. desc.AlphaToCoverageEnable = false;
  386. desc.BlendEnable[0] = true;
  387. desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
  388. desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
  389. desc.BlendOp = D3D10_BLEND_OP_ADD;
  390. desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
  391. desc.DestBlendAlpha = D3D10_BLEND_ZERO;
  392. desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
  393. desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
  394. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  395. }
  396. // Create the rasterizer state
  397. {
  398. D3D10_RASTERIZER_DESC desc;
  399. ZeroMemory(&desc, sizeof(desc));
  400. desc.FillMode = D3D10_FILL_SOLID;
  401. desc.CullMode = D3D10_CULL_NONE;
  402. desc.ScissorEnable = true;
  403. desc.DepthClipEnable = true;
  404. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  405. }
  406. // Create depth-stencil State
  407. {
  408. D3D10_DEPTH_STENCIL_DESC desc;
  409. ZeroMemory(&desc, sizeof(desc));
  410. desc.DepthEnable = false;
  411. desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
  412. desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
  413. desc.StencilEnable = false;
  414. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
  415. desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
  416. desc.BackFace = desc.FrontFace;
  417. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  418. }
  419. ImGui_ImplDX10_CreateFontsTexture();
  420. return true;
  421. }
  422. void ImGui_ImplDX10_InvalidateDeviceObjects()
  423. {
  424. if (!g_pd3dDevice)
  425. return;
  426. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  427. 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.
  428. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  429. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  430. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  431. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  432. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  433. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  434. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  435. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  436. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  437. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  438. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  439. }
  440. bool ImGui_ImplDX10_Init(ID3D10Device* device)
  441. {
  442. ImGuiIO& io = ImGui::GetIO();
  443. io.BackendRendererName = "imgui_impl_dx10";
  444. // Get factory from device
  445. IDXGIDevice* pDXGIDevice = NULL;
  446. IDXGIAdapter* pDXGIAdapter = NULL;
  447. IDXGIFactory* pFactory = NULL;
  448. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  449. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  450. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  451. {
  452. g_pd3dDevice = device;
  453. g_pFactory = pFactory;
  454. }
  455. if (pDXGIDevice) pDXGIDevice->Release();
  456. if (pDXGIAdapter) pDXGIAdapter->Release();
  457. return true;
  458. }
  459. void ImGui_ImplDX10_Shutdown()
  460. {
  461. ImGui_ImplDX10_InvalidateDeviceObjects();
  462. if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
  463. g_pd3dDevice = NULL;
  464. }
  465. void ImGui_ImplDX10_NewFrame()
  466. {
  467. if (!g_pFontSampler)
  468. ImGui_ImplDX10_CreateDeviceObjects();
  469. }