imgui_impl_dx9.cpp 27 KB

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  1. // dear imgui: Renderer Backend for DirectX9
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  6. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  7. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  8. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  9. // Learn about Dear ImGui:
  10. // - FAQ https://dearimgui.com/faq
  11. // - Getting Started https://dearimgui.com/getting-started
  12. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  13. // - Introduction, links and more at the top of imgui.cpp
  14. // CHANGELOG
  15. // (minor and older changes stripped away, please see git history for details)
  16. // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  17. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
  18. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  19. // 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).
  20. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  21. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  22. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  23. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  24. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  25. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  26. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  27. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  28. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  29. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  30. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  31. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  32. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  33. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  34. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  35. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  36. #include "imgui.h"
  37. #ifndef IMGUI_DISABLE
  38. #include "imgui_impl_dx9.h"
  39. // DirectX
  40. #include <d3d9.h>
  41. // DirectX data
  42. struct ImGui_ImplDX9_Data
  43. {
  44. LPDIRECT3DDEVICE9 pd3dDevice;
  45. LPDIRECT3DVERTEXBUFFER9 pVB;
  46. LPDIRECT3DINDEXBUFFER9 pIB;
  47. LPDIRECT3DTEXTURE9 FontTexture;
  48. int VertexBufferSize;
  49. int IndexBufferSize;
  50. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  51. };
  52. struct CUSTOMVERTEX
  53. {
  54. float pos[3];
  55. D3DCOLOR col;
  56. float uv[2];
  57. };
  58. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  59. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  60. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  61. #else
  62. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  63. #endif
  64. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  65. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  66. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  67. {
  68. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  69. }
  70. // Forward Declarations
  71. static void ImGui_ImplDX9_InitPlatformInterface();
  72. static void ImGui_ImplDX9_ShutdownPlatformInterface();
  73. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  74. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  75. // Functions
  76. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  77. {
  78. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  79. // Setup viewport
  80. D3DVIEWPORT9 vp;
  81. vp.X = vp.Y = 0;
  82. vp.Width = (DWORD)draw_data->DisplaySize.x;
  83. vp.Height = (DWORD)draw_data->DisplaySize.y;
  84. vp.MinZ = 0.0f;
  85. vp.MaxZ = 1.0f;
  86. bd->pd3dDevice->SetViewport(&vp);
  87. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  88. bd->pd3dDevice->SetPixelShader(nullptr);
  89. bd->pd3dDevice->SetVertexShader(nullptr);
  90. bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  91. bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  92. bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  93. bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  94. bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  95. bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  96. bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  97. bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  98. bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  99. bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  100. bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  101. bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  102. bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  103. bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  104. bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
  105. bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  106. bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  107. bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  108. bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
  109. bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
  110. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  111. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  112. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  113. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  114. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  115. bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  116. bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  117. bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  118. bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  119. bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  120. // Setup orthographic projection matrix
  121. // 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.
  122. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  123. {
  124. float L = draw_data->DisplayPos.x + 0.5f;
  125. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  126. float T = draw_data->DisplayPos.y + 0.5f;
  127. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  128. 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 } } };
  129. D3DMATRIX mat_projection =
  130. { { {
  131. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  132. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  133. 0.0f, 0.0f, 0.5f, 0.0f,
  134. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  135. } } };
  136. bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  137. bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  138. bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  139. }
  140. }
  141. // Render function.
  142. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  143. {
  144. // Avoid rendering when minimized
  145. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  146. return;
  147. // Create and grow buffers if needed
  148. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  149. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  150. {
  151. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  152. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  153. if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  154. return;
  155. }
  156. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  157. {
  158. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  159. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  160. 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)
  161. return;
  162. }
  163. // Backup the DX9 state
  164. IDirect3DStateBlock9* d3d9_state_block = nullptr;
  165. if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  166. return;
  167. if (d3d9_state_block->Capture() < 0)
  168. {
  169. d3d9_state_block->Release();
  170. return;
  171. }
  172. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  173. D3DMATRIX last_world, last_view, last_projection;
  174. bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
  175. bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
  176. bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
  177. // Allocate buffers
  178. CUSTOMVERTEX* vtx_dst;
  179. ImDrawIdx* idx_dst;
  180. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  181. {
  182. d3d9_state_block->Release();
  183. return;
  184. }
  185. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  186. {
  187. bd->pVB->Unlock();
  188. d3d9_state_block->Release();
  189. return;
  190. }
  191. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  192. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  193. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  194. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  195. for (int n = 0; n < draw_data->CmdListsCount; n++)
  196. {
  197. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  198. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  199. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  200. {
  201. vtx_dst->pos[0] = vtx_src->pos.x;
  202. vtx_dst->pos[1] = vtx_src->pos.y;
  203. vtx_dst->pos[2] = 0.0f;
  204. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  205. vtx_dst->uv[0] = vtx_src->uv.x;
  206. vtx_dst->uv[1] = vtx_src->uv.y;
  207. vtx_dst++;
  208. vtx_src++;
  209. }
  210. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  211. idx_dst += cmd_list->IdxBuffer.Size;
  212. }
  213. bd->pVB->Unlock();
  214. bd->pIB->Unlock();
  215. bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  216. bd->pd3dDevice->SetIndices(bd->pIB);
  217. bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  218. // Setup desired DX state
  219. ImGui_ImplDX9_SetupRenderState(draw_data);
  220. // Render command lists
  221. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  222. int global_vtx_offset = 0;
  223. int global_idx_offset = 0;
  224. ImVec2 clip_off = draw_data->DisplayPos;
  225. for (int n = 0; n < draw_data->CmdListsCount; n++)
  226. {
  227. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  228. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  229. {
  230. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  231. if (pcmd->UserCallback != nullptr)
  232. {
  233. // User callback, registered via ImDrawList::AddCallback()
  234. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  235. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  236. ImGui_ImplDX9_SetupRenderState(draw_data);
  237. else
  238. pcmd->UserCallback(cmd_list, pcmd);
  239. }
  240. else
  241. {
  242. // Project scissor/clipping rectangles into framebuffer space
  243. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  244. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  245. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  246. continue;
  247. // Apply Scissor/clipping rectangle, Bind texture, Draw
  248. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  249. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  250. bd->pd3dDevice->SetTexture(0, texture);
  251. bd->pd3dDevice->SetScissorRect(&r);
  252. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  253. }
  254. }
  255. global_idx_offset += cmd_list->IdxBuffer.Size;
  256. global_vtx_offset += cmd_list->VtxBuffer.Size;
  257. }
  258. // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
  259. // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
  260. if (global_vtx_offset == 0)
  261. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
  262. // Restore the DX9 transform
  263. bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
  264. bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
  265. bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
  266. // Restore the DX9 state
  267. d3d9_state_block->Apply();
  268. d3d9_state_block->Release();
  269. }
  270. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  271. {
  272. ImGuiIO& io = ImGui::GetIO();
  273. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  274. // Setup backend capabilities flags
  275. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  276. io.BackendRendererUserData = (void*)bd;
  277. io.BackendRendererName = "imgui_impl_dx9";
  278. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  279. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  280. bd->pd3dDevice = device;
  281. bd->pd3dDevice->AddRef();
  282. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  283. ImGui_ImplDX9_InitPlatformInterface();
  284. return true;
  285. }
  286. void ImGui_ImplDX9_Shutdown()
  287. {
  288. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  289. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  290. ImGuiIO& io = ImGui::GetIO();
  291. ImGui_ImplDX9_ShutdownPlatformInterface();
  292. ImGui_ImplDX9_InvalidateDeviceObjects();
  293. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  294. io.BackendRendererName = nullptr;
  295. io.BackendRendererUserData = nullptr;
  296. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
  297. IM_DELETE(bd);
  298. }
  299. static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
  300. {
  301. IDirect3D9* pd3d = nullptr;
  302. if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
  303. return false;
  304. D3DDEVICE_CREATION_PARAMETERS param = {};
  305. D3DDISPLAYMODE mode = {};
  306. if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
  307. {
  308. pd3d->Release();
  309. return false;
  310. }
  311. // Font texture should support linear filter, color blend and write to render-target
  312. bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
  313. pd3d->Release();
  314. return support;
  315. }
  316. static bool ImGui_ImplDX9_CreateFontsTexture()
  317. {
  318. // Build texture atlas
  319. ImGuiIO& io = ImGui::GetIO();
  320. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  321. unsigned char* pixels;
  322. int width, height, bytes_per_pixel;
  323. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  324. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  325. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  326. const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  327. if (!rgba_support && io.Fonts->TexPixelsUseColors)
  328. {
  329. ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
  330. for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
  331. *dst = IMGUI_COL_TO_DX9_ARGB(*src);
  332. pixels = (unsigned char*)dst_start;
  333. }
  334. #else
  335. const bool rgba_support = false;
  336. #endif
  337. // Upload texture to graphics system
  338. bd->FontTexture = nullptr;
  339. if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
  340. return false;
  341. D3DLOCKED_RECT tex_locked_rect;
  342. if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
  343. return false;
  344. for (int y = 0; y < height; y++)
  345. 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);
  346. bd->FontTexture->UnlockRect(0);
  347. // Store our identifier
  348. io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
  349. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  350. if (!rgba_support && io.Fonts->TexPixelsUseColors)
  351. ImGui::MemFree(pixels);
  352. #endif
  353. return true;
  354. }
  355. bool ImGui_ImplDX9_CreateDeviceObjects()
  356. {
  357. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  358. if (!bd || !bd->pd3dDevice)
  359. return false;
  360. if (!ImGui_ImplDX9_CreateFontsTexture())
  361. return false;
  362. ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  363. return true;
  364. }
  365. void ImGui_ImplDX9_InvalidateDeviceObjects()
  366. {
  367. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  368. if (!bd || !bd->pd3dDevice)
  369. return;
  370. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  371. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  372. if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  373. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  374. }
  375. void ImGui_ImplDX9_NewFrame()
  376. {
  377. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  378. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
  379. if (!bd->FontTexture)
  380. ImGui_ImplDX9_CreateDeviceObjects();
  381. }
  382. //--------------------------------------------------------------------------------------------------------
  383. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  384. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  385. // 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..
  386. //--------------------------------------------------------------------------------------------------------
  387. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  388. struct ImGui_ImplDX9_ViewportData
  389. {
  390. IDirect3DSwapChain9* SwapChain;
  391. D3DPRESENT_PARAMETERS d3dpp;
  392. ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
  393. ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
  394. };
  395. static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
  396. {
  397. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  398. ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
  399. viewport->RendererUserData = vd;
  400. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
  401. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  402. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  403. IM_ASSERT(hwnd != 0);
  404. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  405. vd->d3dpp.Windowed = TRUE;
  406. vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  407. vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
  408. vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
  409. vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  410. vd->d3dpp.hDeviceWindow = hwnd;
  411. vd->d3dpp.EnableAutoDepthStencil = FALSE;
  412. vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  413. vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
  414. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  415. IM_ASSERT(hr == D3D_OK);
  416. IM_ASSERT(vd->SwapChain != nullptr);
  417. }
  418. static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
  419. {
  420. // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
  421. if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
  422. {
  423. if (vd->SwapChain)
  424. vd->SwapChain->Release();
  425. vd->SwapChain = nullptr;
  426. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  427. IM_DELETE(vd);
  428. }
  429. viewport->RendererUserData = nullptr;
  430. }
  431. static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  432. {
  433. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  434. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  435. if (vd->SwapChain)
  436. {
  437. vd->SwapChain->Release();
  438. vd->SwapChain = nullptr;
  439. vd->d3dpp.BackBufferWidth = (UINT)size.x;
  440. vd->d3dpp.BackBufferHeight = (UINT)size.y;
  441. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  442. IM_ASSERT(hr == D3D_OK);
  443. }
  444. }
  445. static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
  446. {
  447. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  448. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  449. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  450. LPDIRECT3DSURFACE9 render_target = nullptr;
  451. LPDIRECT3DSURFACE9 last_render_target = nullptr;
  452. LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
  453. vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
  454. bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
  455. bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
  456. bd->pd3dDevice->SetRenderTarget(0, render_target);
  457. bd->pd3dDevice->SetDepthStencilSurface(nullptr);
  458. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  459. {
  460. D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
  461. bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
  462. }
  463. ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
  464. // Restore render target
  465. bd->pd3dDevice->SetRenderTarget(0, last_render_target);
  466. bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
  467. render_target->Release();
  468. last_render_target->Release();
  469. if (last_depth_stencil) last_depth_stencil->Release();
  470. }
  471. static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
  472. {
  473. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  474. HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
  475. // Let main application handle D3DERR_DEVICELOST by resetting the device.
  476. IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
  477. }
  478. static void ImGui_ImplDX9_InitPlatformInterface()
  479. {
  480. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  481. platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
  482. platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
  483. platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
  484. platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
  485. platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
  486. }
  487. static void ImGui_ImplDX9_ShutdownPlatformInterface()
  488. {
  489. ImGui::DestroyPlatformWindows();
  490. }
  491. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
  492. {
  493. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  494. for (int i = 1; i < platform_io.Viewports.Size; i++)
  495. if (!platform_io.Viewports[i]->RendererUserData)
  496. ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
  497. }
  498. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
  499. {
  500. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  501. for (int i = 1; i < platform_io.Viewports.Size; i++)
  502. if (platform_io.Viewports[i]->RendererUserData)
  503. ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
  504. }
  505. //-----------------------------------------------------------------------------
  506. #endif // #ifndef IMGUI_DISABLE