imgui_impl_dx11.cpp 28 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. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
  8. // https://github.com/ocornut/imgui
  9. // CHANGELOG
  10. // (minor and older changes stripped away, please see git history for details)
  11. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  12. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  13. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  14. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  15. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  16. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  17. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_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: DirectX11: Disabling depth-write.
  20. #include "imgui.h"
  21. #include "imgui_impl_dx11.h"
  22. // DirectX
  23. #include <stdio.h>
  24. #include <d3d11.h>
  25. #include <d3dcompiler.h>
  26. // DirectX data
  27. static ID3D11Device* g_pd3dDevice = NULL;
  28. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  29. static IDXGIFactory* g_pFactory = NULL;
  30. static ID3D11Buffer* g_pVB = NULL;
  31. static ID3D11Buffer* g_pIB = NULL;
  32. static ID3D10Blob* g_pVertexShaderBlob = NULL;
  33. static ID3D11VertexShader* g_pVertexShader = NULL;
  34. static ID3D11InputLayout* g_pInputLayout = NULL;
  35. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  36. static ID3D10Blob* g_pPixelShaderBlob = NULL;
  37. static ID3D11PixelShader* g_pPixelShader = NULL;
  38. static ID3D11SamplerState* g_pFontSampler = NULL;
  39. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  40. static ID3D11RasterizerState* g_pRasterizerState = NULL;
  41. static ID3D11BlendState* g_pBlendState = NULL;
  42. static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
  43. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  44. struct VERTEX_CONSTANT_BUFFER
  45. {
  46. float mvp[4][4];
  47. };
  48. // Forward Declarations
  49. static void ImGui_ImplDX11_InitPlatformInterface();
  50. static void ImGui_ImplDX11_ShutdownPlatformInterface();
  51. // Render function
  52. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  53. void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  54. {
  55. ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
  56. // Create and grow vertex/index buffers if needed
  57. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  58. {
  59. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  60. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  61. D3D11_BUFFER_DESC desc;
  62. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  63. desc.Usage = D3D11_USAGE_DYNAMIC;
  64. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  65. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  66. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  67. desc.MiscFlags = 0;
  68. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  69. return;
  70. }
  71. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  72. {
  73. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  74. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  75. D3D11_BUFFER_DESC desc;
  76. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  77. desc.Usage = D3D11_USAGE_DYNAMIC;
  78. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  79. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  80. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  81. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  82. return;
  83. }
  84. // Copy and convert all vertices into a single contiguous buffer
  85. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  86. if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  87. return;
  88. if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  89. return;
  90. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  91. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  92. for (int n = 0; n < draw_data->CmdListsCount; n++)
  93. {
  94. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  95. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  96. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  97. vtx_dst += cmd_list->VtxBuffer.Size;
  98. idx_dst += cmd_list->IdxBuffer.Size;
  99. }
  100. ctx->Unmap(g_pVB, 0);
  101. ctx->Unmap(g_pIB, 0);
  102. // Setup orthographic projection matrix into our constant buffer
  103. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  104. {
  105. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  106. if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  107. return;
  108. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
  109. float L = draw_data->DisplayPos.x;
  110. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  111. float T = draw_data->DisplayPos.y;
  112. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  113. float mvp[4][4] =
  114. {
  115. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  116. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  117. { 0.0f, 0.0f, 0.5f, 0.0f },
  118. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  119. };
  120. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  121. ctx->Unmap(g_pVertexConstantBuffer, 0);
  122. }
  123. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  124. struct BACKUP_DX11_STATE
  125. {
  126. UINT ScissorRectsCount, ViewportsCount;
  127. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  128. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  129. ID3D11RasterizerState* RS;
  130. ID3D11BlendState* BlendState;
  131. FLOAT BlendFactor[4];
  132. UINT SampleMask;
  133. UINT StencilRef;
  134. ID3D11DepthStencilState* DepthStencilState;
  135. ID3D11ShaderResourceView* PSShaderResource;
  136. ID3D11SamplerState* PSSampler;
  137. ID3D11PixelShader* PS;
  138. ID3D11VertexShader* VS;
  139. UINT PSInstancesCount, VSInstancesCount;
  140. ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
  141. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  142. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  143. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  144. DXGI_FORMAT IndexBufferFormat;
  145. ID3D11InputLayout* InputLayout;
  146. };
  147. BACKUP_DX11_STATE old;
  148. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  149. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  150. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  151. ctx->RSGetState(&old.RS);
  152. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  153. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  154. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  155. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  156. old.PSInstancesCount = old.VSInstancesCount = 256;
  157. ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  158. ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  159. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  160. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  161. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  162. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  163. ctx->IAGetInputLayout(&old.InputLayout);
  164. // Setup viewport
  165. D3D11_VIEWPORT vp;
  166. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  167. vp.Width = draw_data->DisplaySize.x;
  168. vp.Height = draw_data->DisplaySize.y;
  169. vp.MinDepth = 0.0f;
  170. vp.MaxDepth = 1.0f;
  171. vp.TopLeftX = vp.TopLeftY = 0;
  172. ctx->RSSetViewports(1, &vp);
  173. // Bind shader and vertex buffers
  174. unsigned int stride = sizeof(ImDrawVert);
  175. unsigned int offset = 0;
  176. ctx->IASetInputLayout(g_pInputLayout);
  177. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  178. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  179. ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  180. ctx->VSSetShader(g_pVertexShader, NULL, 0);
  181. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  182. ctx->PSSetShader(g_pPixelShader, NULL, 0);
  183. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  184. // Setup render state
  185. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  186. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  187. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  188. ctx->RSSetState(g_pRasterizerState);
  189. // Render command lists
  190. int vtx_offset = 0;
  191. int idx_offset = 0;
  192. ImVec2 pos = draw_data->DisplayPos;
  193. for (int n = 0; n < draw_data->CmdListsCount; n++)
  194. {
  195. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  196. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  197. {
  198. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  199. if (pcmd->UserCallback)
  200. {
  201. // User callback (registered via ImDrawList::AddCallback)
  202. pcmd->UserCallback(cmd_list, pcmd);
  203. }
  204. else
  205. {
  206. // Apply scissor/clipping rectangle
  207. 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) };
  208. ctx->RSSetScissorRects(1, &r);
  209. // Bind texture, Draw
  210. ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
  211. ctx->PSSetShaderResources(0, 1, &texture_srv);
  212. ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
  213. }
  214. idx_offset += pcmd->ElemCount;
  215. }
  216. vtx_offset += cmd_list->VtxBuffer.Size;
  217. }
  218. // Restore modified DX state
  219. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  220. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  221. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  222. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  223. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  224. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  225. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  226. ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  227. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  228. ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  229. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  230. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  231. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  232. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  233. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  234. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  235. }
  236. static void ImGui_ImplDX11_CreateFontsTexture()
  237. {
  238. // Build texture atlas
  239. ImGuiIO& io = ImGui::GetIO();
  240. unsigned char* pixels;
  241. int width, height;
  242. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  243. // Upload texture to graphics system
  244. {
  245. D3D11_TEXTURE2D_DESC desc;
  246. ZeroMemory(&desc, sizeof(desc));
  247. desc.Width = width;
  248. desc.Height = height;
  249. desc.MipLevels = 1;
  250. desc.ArraySize = 1;
  251. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  252. desc.SampleDesc.Count = 1;
  253. desc.Usage = D3D11_USAGE_DEFAULT;
  254. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  255. desc.CPUAccessFlags = 0;
  256. ID3D11Texture2D *pTexture = NULL;
  257. D3D11_SUBRESOURCE_DATA subResource;
  258. subResource.pSysMem = pixels;
  259. subResource.SysMemPitch = desc.Width * 4;
  260. subResource.SysMemSlicePitch = 0;
  261. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  262. // Create texture view
  263. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  264. ZeroMemory(&srvDesc, sizeof(srvDesc));
  265. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  266. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  267. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  268. srvDesc.Texture2D.MostDetailedMip = 0;
  269. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  270. pTexture->Release();
  271. }
  272. // Store our identifier
  273. io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
  274. // Create texture sampler
  275. {
  276. D3D11_SAMPLER_DESC desc;
  277. ZeroMemory(&desc, sizeof(desc));
  278. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  279. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  280. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  281. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  282. desc.MipLODBias = 0.f;
  283. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  284. desc.MinLOD = 0.f;
  285. desc.MaxLOD = 0.f;
  286. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  287. }
  288. }
  289. bool ImGui_ImplDX11_CreateDeviceObjects()
  290. {
  291. if (!g_pd3dDevice)
  292. return false;
  293. if (g_pFontSampler)
  294. ImGui_ImplDX11_InvalidateDeviceObjects();
  295. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  296. // If you would like to use this DX11 sample code but remove this dependency you can:
  297. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  298. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  299. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  300. // Create the vertex shader
  301. {
  302. static const char* vertexShader =
  303. "cbuffer vertexBuffer : register(b0) \
  304. {\
  305. float4x4 ProjectionMatrix; \
  306. };\
  307. struct VS_INPUT\
  308. {\
  309. float2 pos : POSITION;\
  310. float4 col : COLOR0;\
  311. float2 uv : TEXCOORD0;\
  312. };\
  313. \
  314. struct PS_INPUT\
  315. {\
  316. float4 pos : SV_POSITION;\
  317. float4 col : COLOR0;\
  318. float2 uv : TEXCOORD0;\
  319. };\
  320. \
  321. PS_INPUT main(VS_INPUT input)\
  322. {\
  323. PS_INPUT output;\
  324. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  325. output.col = input.col;\
  326. output.uv = input.uv;\
  327. return output;\
  328. }";
  329. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  330. 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!
  331. return false;
  332. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  333. return false;
  334. // Create the input layout
  335. D3D11_INPUT_ELEMENT_DESC local_layout[] =
  336. {
  337. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  338. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  339. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  340. };
  341. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  342. return false;
  343. // Create the constant buffer
  344. {
  345. D3D11_BUFFER_DESC desc;
  346. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  347. desc.Usage = D3D11_USAGE_DYNAMIC;
  348. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  349. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  350. desc.MiscFlags = 0;
  351. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  352. }
  353. }
  354. // Create the pixel shader
  355. {
  356. static const char* pixelShader =
  357. "struct PS_INPUT\
  358. {\
  359. float4 pos : SV_POSITION;\
  360. float4 col : COLOR0;\
  361. float2 uv : TEXCOORD0;\
  362. };\
  363. sampler sampler0;\
  364. Texture2D texture0;\
  365. \
  366. float4 main(PS_INPUT input) : SV_Target\
  367. {\
  368. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  369. return out_col; \
  370. }";
  371. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  372. 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!
  373. return false;
  374. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  375. return false;
  376. }
  377. // Create the blending setup
  378. {
  379. D3D11_BLEND_DESC desc;
  380. ZeroMemory(&desc, sizeof(desc));
  381. desc.AlphaToCoverageEnable = false;
  382. desc.RenderTarget[0].BlendEnable = true;
  383. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  384. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  385. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  386. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  387. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  388. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  389. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  390. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  391. }
  392. // Create the rasterizer state
  393. {
  394. D3D11_RASTERIZER_DESC desc;
  395. ZeroMemory(&desc, sizeof(desc));
  396. desc.FillMode = D3D11_FILL_SOLID;
  397. desc.CullMode = D3D11_CULL_NONE;
  398. desc.ScissorEnable = true;
  399. desc.DepthClipEnable = true;
  400. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  401. }
  402. // Create depth-stencil State
  403. {
  404. D3D11_DEPTH_STENCIL_DESC desc;
  405. ZeroMemory(&desc, sizeof(desc));
  406. desc.DepthEnable = false;
  407. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  408. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  409. desc.StencilEnable = false;
  410. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  411. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  412. desc.BackFace = desc.FrontFace;
  413. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  414. }
  415. ImGui_ImplDX11_CreateFontsTexture();
  416. return true;
  417. }
  418. void ImGui_ImplDX11_InvalidateDeviceObjects()
  419. {
  420. if (!g_pd3dDevice)
  421. return;
  422. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  423. 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.
  424. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  425. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  426. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  427. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  428. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  429. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  430. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  431. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  432. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  433. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  434. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  435. }
  436. bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  437. {
  438. // Setup back-end capabilities flags
  439. ImGuiIO& io = ImGui::GetIO();
  440. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  441. io.BackendRendererName = "imgui_impl_dx11";
  442. // Get factory from device
  443. IDXGIDevice* pDXGIDevice = NULL;
  444. IDXGIAdapter* pDXGIAdapter = NULL;
  445. IDXGIFactory* pFactory = NULL;
  446. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  447. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  448. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  449. {
  450. g_pd3dDevice = device;
  451. g_pd3dDeviceContext = device_context;
  452. g_pFactory = pFactory;
  453. }
  454. if (pDXGIDevice) pDXGIDevice->Release();
  455. if (pDXGIAdapter) pDXGIAdapter->Release();
  456. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  457. ImGui_ImplDX11_InitPlatformInterface();
  458. return true;
  459. }
  460. void ImGui_ImplDX11_Shutdown()
  461. {
  462. ImGui_ImplDX11_ShutdownPlatformInterface();
  463. ImGui_ImplDX11_InvalidateDeviceObjects();
  464. if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
  465. g_pd3dDevice = NULL;
  466. g_pd3dDeviceContext = NULL;
  467. }
  468. void ImGui_ImplDX11_NewFrame()
  469. {
  470. if (!g_pFontSampler)
  471. ImGui_ImplDX11_CreateDeviceObjects();
  472. }
  473. //--------------------------------------------------------------------------------------------------------
  474. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  475. // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
  476. // 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..
  477. //--------------------------------------------------------------------------------------------------------
  478. struct ImGuiViewportDataDx11
  479. {
  480. IDXGISwapChain* SwapChain;
  481. ID3D11RenderTargetView* RTView;
  482. ImGuiViewportDataDx11() { SwapChain = NULL; RTView = NULL; }
  483. ~ImGuiViewportDataDx11() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
  484. };
  485. static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
  486. {
  487. ImGuiViewportDataDx11* data = IM_NEW(ImGuiViewportDataDx11)();
  488. viewport->RendererUserData = data;
  489. HWND hwnd = (HWND)viewport->PlatformHandle;
  490. IM_ASSERT(hwnd != 0);
  491. // Create swap chain
  492. DXGI_SWAP_CHAIN_DESC sd;
  493. ZeroMemory(&sd, sizeof(sd));
  494. sd.BufferDesc.Width = (UINT)viewport->Size.x;
  495. sd.BufferDesc.Height = (UINT)viewport->Size.y;
  496. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  497. sd.SampleDesc.Count = 1;
  498. sd.SampleDesc.Quality = 0;
  499. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  500. sd.BufferCount = 1;
  501. sd.OutputWindow = hwnd;
  502. sd.Windowed = TRUE;
  503. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  504. sd.Flags = 0;
  505. IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
  506. g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
  507. // Create the render target
  508. if (data->SwapChain)
  509. {
  510. ID3D11Texture2D* pBackBuffer;
  511. data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  512. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
  513. pBackBuffer->Release();
  514. }
  515. }
  516. static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
  517. {
  518. // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
  519. if (ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData)
  520. {
  521. if (data->SwapChain)
  522. data->SwapChain->Release();
  523. data->SwapChain = NULL;
  524. if (data->RTView)
  525. data->RTView->Release();
  526. data->RTView = NULL;
  527. IM_DELETE(data);
  528. }
  529. viewport->RendererUserData = NULL;
  530. }
  531. static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  532. {
  533. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  534. if (data->RTView)
  535. {
  536. data->RTView->Release();
  537. data->RTView = NULL;
  538. }
  539. if (data->SwapChain)
  540. {
  541. ID3D11Texture2D* pBackBuffer = NULL;
  542. data->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
  543. data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  544. if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
  545. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
  546. pBackBuffer->Release();
  547. }
  548. }
  549. static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
  550. {
  551. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  552. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  553. g_pd3dDeviceContext->OMSetRenderTargets(1, &data->RTView, NULL);
  554. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  555. g_pd3dDeviceContext->ClearRenderTargetView(data->RTView, (float*)&clear_color);
  556. ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
  557. }
  558. static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
  559. {
  560. ImGuiViewportDataDx11* data = (ImGuiViewportDataDx11*)viewport->RendererUserData;
  561. data->SwapChain->Present(0, 0); // Present without vsync
  562. }
  563. static void ImGui_ImplDX11_InitPlatformInterface()
  564. {
  565. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  566. platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
  567. platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
  568. platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
  569. platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
  570. platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
  571. }
  572. static void ImGui_ImplDX11_ShutdownPlatformInterface()
  573. {
  574. ImGui::DestroyPlatformWindows();
  575. }