imgui_impl_dx9.cpp 18 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: Support for large meshes (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. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  9. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  13. // 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).
  14. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  15. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  16. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  17. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  18. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  19. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  20. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  21. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  22. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  23. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  24. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  25. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  26. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  27. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  28. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  29. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  30. #include "imgui.h"
  31. #include "imgui_impl_dx9.h"
  32. // DirectX
  33. #include <d3d9.h>
  34. // DirectX data
  35. struct ImGui_ImplDX9_Data
  36. {
  37. LPDIRECT3DDEVICE9 pd3dDevice;
  38. LPDIRECT3DVERTEXBUFFER9 pVB;
  39. LPDIRECT3DINDEXBUFFER9 pIB;
  40. LPDIRECT3DTEXTURE9 FontTexture;
  41. int VertexBufferSize;
  42. int IndexBufferSize;
  43. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  44. };
  45. struct CUSTOMVERTEX
  46. {
  47. float pos[3];
  48. D3DCOLOR col;
  49. float uv[2];
  50. };
  51. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  52. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  53. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  54. #else
  55. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  56. #endif
  57. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  58. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  59. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  60. {
  61. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  62. }
  63. // Functions
  64. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  65. {
  66. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  67. // Setup viewport
  68. D3DVIEWPORT9 vp;
  69. vp.X = vp.Y = 0;
  70. vp.Width = (DWORD)draw_data->DisplaySize.x;
  71. vp.Height = (DWORD)draw_data->DisplaySize.y;
  72. vp.MinZ = 0.0f;
  73. vp.MaxZ = 1.0f;
  74. bd->pd3dDevice->SetViewport(&vp);
  75. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  76. bd->pd3dDevice->SetPixelShader(nullptr);
  77. bd->pd3dDevice->SetVertexShader(nullptr);
  78. bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  79. bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  80. bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  81. bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  82. bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  83. bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  84. bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  85. bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  86. bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  87. bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  88. bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  89. bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  90. bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  91. bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  92. bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
  93. bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  94. bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  95. bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  96. bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
  97. bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
  98. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  99. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  100. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  101. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  102. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  103. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  104. bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  105. bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  106. bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  107. bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  108. // Setup orthographic projection matrix
  109. // 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.
  110. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  111. {
  112. float L = draw_data->DisplayPos.x + 0.5f;
  113. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  114. float T = draw_data->DisplayPos.y + 0.5f;
  115. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  116. 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 } } };
  117. D3DMATRIX mat_projection =
  118. { { {
  119. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  120. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  121. 0.0f, 0.0f, 0.5f, 0.0f,
  122. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  123. } } };
  124. bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  125. bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  126. bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  127. }
  128. }
  129. // Render function.
  130. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  131. {
  132. // Avoid rendering when minimized
  133. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  134. return;
  135. // Create and grow buffers if needed
  136. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  137. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  138. {
  139. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  140. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  141. if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  142. return;
  143. }
  144. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  145. {
  146. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  147. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  148. if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  149. return;
  150. }
  151. // Backup the DX9 state
  152. IDirect3DStateBlock9* d3d9_state_block = nullptr;
  153. if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  154. return;
  155. if (d3d9_state_block->Capture() < 0)
  156. {
  157. d3d9_state_block->Release();
  158. return;
  159. }
  160. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  161. D3DMATRIX last_world, last_view, last_projection;
  162. bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
  163. bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
  164. bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
  165. // Allocate buffers
  166. CUSTOMVERTEX* vtx_dst;
  167. ImDrawIdx* idx_dst;
  168. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  169. {
  170. d3d9_state_block->Release();
  171. return;
  172. }
  173. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  174. {
  175. bd->pVB->Unlock();
  176. d3d9_state_block->Release();
  177. return;
  178. }
  179. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  180. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  181. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  182. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  183. for (int n = 0; n < draw_data->CmdListsCount; n++)
  184. {
  185. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  186. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  187. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  188. {
  189. vtx_dst->pos[0] = vtx_src->pos.x;
  190. vtx_dst->pos[1] = vtx_src->pos.y;
  191. vtx_dst->pos[2] = 0.0f;
  192. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  193. vtx_dst->uv[0] = vtx_src->uv.x;
  194. vtx_dst->uv[1] = vtx_src->uv.y;
  195. vtx_dst++;
  196. vtx_src++;
  197. }
  198. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  199. idx_dst += cmd_list->IdxBuffer.Size;
  200. }
  201. bd->pVB->Unlock();
  202. bd->pIB->Unlock();
  203. bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  204. bd->pd3dDevice->SetIndices(bd->pIB);
  205. bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  206. // Setup desired DX state
  207. ImGui_ImplDX9_SetupRenderState(draw_data);
  208. // Render command lists
  209. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  210. int global_vtx_offset = 0;
  211. int global_idx_offset = 0;
  212. ImVec2 clip_off = draw_data->DisplayPos;
  213. for (int n = 0; n < draw_data->CmdListsCount; n++)
  214. {
  215. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  216. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  217. {
  218. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  219. if (pcmd->UserCallback != nullptr)
  220. {
  221. // User callback, registered via ImDrawList::AddCallback()
  222. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  223. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  224. ImGui_ImplDX9_SetupRenderState(draw_data);
  225. else
  226. pcmd->UserCallback(cmd_list, pcmd);
  227. }
  228. else
  229. {
  230. // Project scissor/clipping rectangles into framebuffer space
  231. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  232. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  233. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  234. continue;
  235. // Apply Scissor/clipping rectangle, Bind texture, Draw
  236. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  237. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  238. bd->pd3dDevice->SetTexture(0, texture);
  239. bd->pd3dDevice->SetScissorRect(&r);
  240. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  241. }
  242. }
  243. global_idx_offset += cmd_list->IdxBuffer.Size;
  244. global_vtx_offset += cmd_list->VtxBuffer.Size;
  245. }
  246. // Restore the DX9 transform
  247. bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
  248. bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
  249. bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
  250. // Restore the DX9 state
  251. d3d9_state_block->Apply();
  252. d3d9_state_block->Release();
  253. }
  254. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  255. {
  256. ImGuiIO& io = ImGui::GetIO();
  257. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  258. // Setup backend capabilities flags
  259. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  260. io.BackendRendererUserData = (void*)bd;
  261. io.BackendRendererName = "imgui_impl_dx9";
  262. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  263. bd->pd3dDevice = device;
  264. bd->pd3dDevice->AddRef();
  265. return true;
  266. }
  267. void ImGui_ImplDX9_Shutdown()
  268. {
  269. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  270. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  271. ImGuiIO& io = ImGui::GetIO();
  272. ImGui_ImplDX9_InvalidateDeviceObjects();
  273. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  274. io.BackendRendererName = nullptr;
  275. io.BackendRendererUserData = nullptr;
  276. IM_DELETE(bd);
  277. }
  278. static bool ImGui_ImplDX9_CreateFontsTexture()
  279. {
  280. // Build texture atlas
  281. ImGuiIO& io = ImGui::GetIO();
  282. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  283. unsigned char* pixels;
  284. int width, height, bytes_per_pixel;
  285. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  286. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  287. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  288. if (io.Fonts->TexPixelsUseColors)
  289. {
  290. ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
  291. for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
  292. *dst = IMGUI_COL_TO_DX9_ARGB(*src);
  293. pixels = (unsigned char*)dst_start;
  294. }
  295. #endif
  296. // Upload texture to graphics system
  297. bd->FontTexture = nullptr;
  298. if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
  299. return false;
  300. D3DLOCKED_RECT tex_locked_rect;
  301. if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
  302. return false;
  303. for (int y = 0; y < height; y++)
  304. 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);
  305. bd->FontTexture->UnlockRect(0);
  306. // Store our identifier
  307. io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
  308. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  309. if (io.Fonts->TexPixelsUseColors)
  310. ImGui::MemFree(pixels);
  311. #endif
  312. return true;
  313. }
  314. bool ImGui_ImplDX9_CreateDeviceObjects()
  315. {
  316. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  317. if (!bd || !bd->pd3dDevice)
  318. return false;
  319. if (!ImGui_ImplDX9_CreateFontsTexture())
  320. return false;
  321. return true;
  322. }
  323. void ImGui_ImplDX9_InvalidateDeviceObjects()
  324. {
  325. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  326. if (!bd || !bd->pd3dDevice)
  327. return;
  328. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  329. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  330. if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(nullptr); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  331. }
  332. void ImGui_ImplDX9_NewFrame()
  333. {
  334. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  335. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
  336. if (!bd->FontTexture)
  337. ImGui_ImplDX9_CreateDeviceObjects();
  338. }