imgui_impl_dx11.cpp 30 KB

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  1. // dear imgui: Renderer Backend for DirectX11
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  6. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  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. // 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
  17. // 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  18. // 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  19. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  20. // 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).
  21. // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  22. // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
  23. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
  24. // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
  25. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  26. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  27. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  28. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  29. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  30. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  31. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  32. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  33. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
  34. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  35. // 2016-05-07: DirectX11: Disabling depth-write.
  36. #include "imgui.h"
  37. #ifndef IMGUI_DISABLE
  38. #include "imgui_impl_dx11.h"
  39. // DirectX
  40. #include <stdio.h>
  41. #include <d3d11.h>
  42. #include <d3dcompiler.h>
  43. #ifdef _MSC_VER
  44. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  45. #endif
  46. // DirectX11 data
  47. struct ImGui_ImplDX11_Data
  48. {
  49. ID3D11Device* pd3dDevice;
  50. ID3D11DeviceContext* pd3dDeviceContext;
  51. IDXGIFactory* pFactory;
  52. ID3D11Buffer* pVB;
  53. ID3D11Buffer* pIB;
  54. ID3D11VertexShader* pVertexShader;
  55. ID3D11InputLayout* pInputLayout;
  56. ID3D11Buffer* pVertexConstantBuffer;
  57. ID3D11PixelShader* pPixelShader;
  58. ID3D11SamplerState* pFontSampler;
  59. ID3D11ShaderResourceView* pFontTextureView;
  60. ID3D11RasterizerState* pRasterizerState;
  61. ID3D11BlendState* pBlendState;
  62. ID3D11DepthStencilState* pDepthStencilState;
  63. int VertexBufferSize;
  64. int IndexBufferSize;
  65. ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  66. };
  67. struct VERTEX_CONSTANT_BUFFER_DX11
  68. {
  69. float mvp[4][4];
  70. };
  71. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  72. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  73. static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
  74. {
  75. return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  76. }
  77. // Functions
  78. static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* device_ctx)
  79. {
  80. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  81. // Setup viewport
  82. D3D11_VIEWPORT vp;
  83. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  84. vp.Width = draw_data->DisplaySize.x;
  85. vp.Height = draw_data->DisplaySize.y;
  86. vp.MinDepth = 0.0f;
  87. vp.MaxDepth = 1.0f;
  88. vp.TopLeftX = vp.TopLeftY = 0;
  89. device_ctx->RSSetViewports(1, &vp);
  90. // Setup orthographic projection matrix into our constant buffer
  91. // 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.
  92. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  93. if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
  94. {
  95. VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
  96. float L = draw_data->DisplayPos.x;
  97. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  98. float T = draw_data->DisplayPos.y;
  99. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  100. float mvp[4][4] =
  101. {
  102. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  103. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  104. { 0.0f, 0.0f, 0.5f, 0.0f },
  105. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  106. };
  107. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  108. device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
  109. }
  110. // Setup shader and vertex buffers
  111. unsigned int stride = sizeof(ImDrawVert);
  112. unsigned int offset = 0;
  113. device_ctx->IASetInputLayout(bd->pInputLayout);
  114. device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  115. device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  116. device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  117. device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
  118. device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  119. device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
  120. device_ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
  121. device_ctx->GSSetShader(nullptr, nullptr, 0);
  122. device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  123. device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  124. device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  125. // Setup render state
  126. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  127. device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  128. device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  129. device_ctx->RSSetState(bd->pRasterizerState);
  130. }
  131. // Render function
  132. void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  133. {
  134. // Avoid rendering when minimized
  135. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  136. return;
  137. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  138. ID3D11DeviceContext* device = bd->pd3dDeviceContext;
  139. // Create and grow vertex/index buffers if needed
  140. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  141. {
  142. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  143. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  144. D3D11_BUFFER_DESC desc;
  145. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  146. desc.Usage = D3D11_USAGE_DYNAMIC;
  147. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  148. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  149. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  150. desc.MiscFlags = 0;
  151. if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  152. return;
  153. }
  154. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  155. {
  156. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  157. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  158. D3D11_BUFFER_DESC desc;
  159. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  160. desc.Usage = D3D11_USAGE_DYNAMIC;
  161. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  162. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  163. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  164. if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  165. return;
  166. }
  167. // Upload vertex/index data into a single contiguous GPU buffer
  168. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  169. if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  170. return;
  171. if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  172. return;
  173. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  174. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  175. for (int n = 0; n < draw_data->CmdListsCount; n++)
  176. {
  177. const ImDrawList* draw_list = draw_data->CmdLists[n];
  178. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  179. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  180. vtx_dst += draw_list->VtxBuffer.Size;
  181. idx_dst += draw_list->IdxBuffer.Size;
  182. }
  183. device->Unmap(bd->pVB, 0);
  184. device->Unmap(bd->pIB, 0);
  185. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  186. struct BACKUP_DX11_STATE
  187. {
  188. UINT ScissorRectsCount, ViewportsCount;
  189. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  190. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  191. ID3D11RasterizerState* RS;
  192. ID3D11BlendState* BlendState;
  193. FLOAT BlendFactor[4];
  194. UINT SampleMask;
  195. UINT StencilRef;
  196. ID3D11DepthStencilState* DepthStencilState;
  197. ID3D11ShaderResourceView* PSShaderResource;
  198. ID3D11SamplerState* PSSampler;
  199. ID3D11PixelShader* PS;
  200. ID3D11VertexShader* VS;
  201. ID3D11GeometryShader* GS;
  202. UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
  203. ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
  204. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  205. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  206. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  207. DXGI_FORMAT IndexBufferFormat;
  208. ID3D11InputLayout* InputLayout;
  209. };
  210. BACKUP_DX11_STATE old = {};
  211. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  212. device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  213. device->RSGetViewports(&old.ViewportsCount, old.Viewports);
  214. device->RSGetState(&old.RS);
  215. device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  216. device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  217. device->PSGetShaderResources(0, 1, &old.PSShaderResource);
  218. device->PSGetSamplers(0, 1, &old.PSSampler);
  219. old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
  220. device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  221. device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  222. device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  223. device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
  224. device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  225. device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  226. device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  227. device->IAGetInputLayout(&old.InputLayout);
  228. // Setup desired DX state
  229. ImGui_ImplDX11_SetupRenderState(draw_data, device);
  230. // Setup render state structure (for callbacks and custom texture bindings)
  231. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  232. ImGui_ImplDX11_RenderState render_state;
  233. render_state.Device = bd->pd3dDevice;
  234. render_state.DeviceContext = bd->pd3dDeviceContext;
  235. render_state.SamplerDefault = bd->pFontSampler;
  236. render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
  237. platform_io.Renderer_RenderState = &render_state;
  238. // Render command lists
  239. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  240. int global_idx_offset = 0;
  241. int global_vtx_offset = 0;
  242. ImVec2 clip_off = draw_data->DisplayPos;
  243. for (int n = 0; n < draw_data->CmdListsCount; n++)
  244. {
  245. const ImDrawList* draw_list = draw_data->CmdLists[n];
  246. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  247. {
  248. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  249. if (pcmd->UserCallback != nullptr)
  250. {
  251. // User callback, registered via ImDrawList::AddCallback()
  252. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  253. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  254. ImGui_ImplDX11_SetupRenderState(draw_data, device);
  255. else
  256. pcmd->UserCallback(draw_list, pcmd);
  257. }
  258. else
  259. {
  260. // Project scissor/clipping rectangles into framebuffer space
  261. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  262. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  263. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  264. continue;
  265. // Apply scissor/clipping rectangle
  266. const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  267. device->RSSetScissorRects(1, &r);
  268. // Bind texture, Draw
  269. ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
  270. device->PSSetShaderResources(0, 1, &texture_srv);
  271. device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  272. }
  273. }
  274. global_idx_offset += draw_list->IdxBuffer.Size;
  275. global_vtx_offset += draw_list->VtxBuffer.Size;
  276. }
  277. platform_io.Renderer_RenderState = nullptr;
  278. // Restore modified DX state
  279. device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  280. device->RSSetViewports(old.ViewportsCount, old.Viewports);
  281. device->RSSetState(old.RS); if (old.RS) old.RS->Release();
  282. device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  283. device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  284. device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  285. device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  286. device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  287. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  288. device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  289. device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  290. device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
  291. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  292. device->IASetPrimitiveTopology(old.PrimitiveTopology);
  293. device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  294. device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  295. device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  296. }
  297. static void ImGui_ImplDX11_CreateFontsTexture()
  298. {
  299. // Build texture atlas
  300. ImGuiIO& io = ImGui::GetIO();
  301. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  302. unsigned char* pixels;
  303. int width, height;
  304. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  305. // Upload texture to graphics system
  306. {
  307. D3D11_TEXTURE2D_DESC desc;
  308. ZeroMemory(&desc, sizeof(desc));
  309. desc.Width = width;
  310. desc.Height = height;
  311. desc.MipLevels = 1;
  312. desc.ArraySize = 1;
  313. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  314. desc.SampleDesc.Count = 1;
  315. desc.Usage = D3D11_USAGE_DEFAULT;
  316. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  317. desc.CPUAccessFlags = 0;
  318. ID3D11Texture2D* pTexture = nullptr;
  319. D3D11_SUBRESOURCE_DATA subResource;
  320. subResource.pSysMem = pixels;
  321. subResource.SysMemPitch = desc.Width * 4;
  322. subResource.SysMemSlicePitch = 0;
  323. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  324. IM_ASSERT(pTexture != nullptr);
  325. // Create texture view
  326. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  327. ZeroMemory(&srvDesc, sizeof(srvDesc));
  328. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  329. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  330. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  331. srvDesc.Texture2D.MostDetailedMip = 0;
  332. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
  333. pTexture->Release();
  334. }
  335. // Store our identifier
  336. io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
  337. }
  338. static void ImGui_ImplDX11_DestroyFontsTexture()
  339. {
  340. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  341. if (bd->pFontTextureView)
  342. {
  343. bd->pFontTextureView->Release();
  344. bd->pFontTextureView = nullptr;
  345. ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  346. }
  347. }
  348. bool ImGui_ImplDX11_CreateDeviceObjects()
  349. {
  350. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  351. if (!bd->pd3dDevice)
  352. return false;
  353. if (bd->pFontSampler)
  354. ImGui_ImplDX11_InvalidateDeviceObjects();
  355. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  356. // If you would like to use this DX11 sample code but remove this dependency you can:
  357. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  358. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  359. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  360. // Create the vertex shader
  361. {
  362. static const char* vertexShader =
  363. "cbuffer vertexBuffer : register(b0) \
  364. {\
  365. float4x4 ProjectionMatrix; \
  366. };\
  367. struct VS_INPUT\
  368. {\
  369. float2 pos : POSITION;\
  370. float4 col : COLOR0;\
  371. float2 uv : TEXCOORD0;\
  372. };\
  373. \
  374. struct PS_INPUT\
  375. {\
  376. float4 pos : SV_POSITION;\
  377. float4 col : COLOR0;\
  378. float2 uv : TEXCOORD0;\
  379. };\
  380. \
  381. PS_INPUT main(VS_INPUT input)\
  382. {\
  383. PS_INPUT output;\
  384. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  385. output.col = input.col;\
  386. output.uv = input.uv;\
  387. return output;\
  388. }";
  389. ID3DBlob* vertexShaderBlob;
  390. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
  391. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  392. if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
  393. {
  394. vertexShaderBlob->Release();
  395. return false;
  396. }
  397. // Create the input layout
  398. D3D11_INPUT_ELEMENT_DESC local_layout[] =
  399. {
  400. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  401. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  402. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  403. };
  404. if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
  405. {
  406. vertexShaderBlob->Release();
  407. return false;
  408. }
  409. vertexShaderBlob->Release();
  410. // Create the constant buffer
  411. {
  412. D3D11_BUFFER_DESC desc;
  413. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
  414. desc.Usage = D3D11_USAGE_DYNAMIC;
  415. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  416. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  417. desc.MiscFlags = 0;
  418. bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
  419. }
  420. }
  421. // Create the pixel shader
  422. {
  423. static const char* pixelShader =
  424. "struct PS_INPUT\
  425. {\
  426. float4 pos : SV_POSITION;\
  427. float4 col : COLOR0;\
  428. float2 uv : TEXCOORD0;\
  429. };\
  430. sampler sampler0;\
  431. Texture2D texture0;\
  432. \
  433. float4 main(PS_INPUT input) : SV_Target\
  434. {\
  435. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  436. return out_col; \
  437. }";
  438. ID3DBlob* pixelShaderBlob;
  439. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
  440. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  441. if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
  442. {
  443. pixelShaderBlob->Release();
  444. return false;
  445. }
  446. pixelShaderBlob->Release();
  447. }
  448. // Create the blending setup
  449. {
  450. D3D11_BLEND_DESC desc;
  451. ZeroMemory(&desc, sizeof(desc));
  452. desc.AlphaToCoverageEnable = false;
  453. desc.RenderTarget[0].BlendEnable = true;
  454. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  455. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  456. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  457. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  458. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  459. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  460. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  461. bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
  462. }
  463. // Create the rasterizer state
  464. {
  465. D3D11_RASTERIZER_DESC desc;
  466. ZeroMemory(&desc, sizeof(desc));
  467. desc.FillMode = D3D11_FILL_SOLID;
  468. desc.CullMode = D3D11_CULL_NONE;
  469. desc.ScissorEnable = true;
  470. desc.DepthClipEnable = true;
  471. bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
  472. }
  473. // Create depth-stencil State
  474. {
  475. D3D11_DEPTH_STENCIL_DESC desc;
  476. ZeroMemory(&desc, sizeof(desc));
  477. desc.DepthEnable = false;
  478. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  479. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  480. desc.StencilEnable = false;
  481. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  482. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  483. desc.BackFace = desc.FrontFace;
  484. bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
  485. }
  486. // Create texture sampler
  487. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  488. {
  489. D3D11_SAMPLER_DESC desc;
  490. ZeroMemory(&desc, sizeof(desc));
  491. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  492. desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
  493. desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
  494. desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
  495. desc.MipLODBias = 0.f;
  496. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  497. desc.MinLOD = 0.f;
  498. desc.MaxLOD = 0.f;
  499. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
  500. }
  501. ImGui_ImplDX11_CreateFontsTexture();
  502. return true;
  503. }
  504. void ImGui_ImplDX11_InvalidateDeviceObjects()
  505. {
  506. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  507. if (!bd->pd3dDevice)
  508. return;
  509. ImGui_ImplDX11_DestroyFontsTexture();
  510. if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
  511. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  512. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  513. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  514. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  515. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  516. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  517. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  518. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  519. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  520. }
  521. bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  522. {
  523. ImGuiIO& io = ImGui::GetIO();
  524. IMGUI_CHECKVERSION();
  525. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  526. // Setup backend capabilities flags
  527. ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
  528. io.BackendRendererUserData = (void*)bd;
  529. io.BackendRendererName = "imgui_impl_dx11";
  530. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  531. // Get factory from device
  532. IDXGIDevice* pDXGIDevice = nullptr;
  533. IDXGIAdapter* pDXGIAdapter = nullptr;
  534. IDXGIFactory* pFactory = nullptr;
  535. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  536. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  537. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  538. {
  539. bd->pd3dDevice = device;
  540. bd->pd3dDeviceContext = device_context;
  541. bd->pFactory = pFactory;
  542. }
  543. if (pDXGIDevice) pDXGIDevice->Release();
  544. if (pDXGIAdapter) pDXGIAdapter->Release();
  545. bd->pd3dDevice->AddRef();
  546. bd->pd3dDeviceContext->AddRef();
  547. return true;
  548. }
  549. void ImGui_ImplDX11_Shutdown()
  550. {
  551. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  552. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  553. ImGuiIO& io = ImGui::GetIO();
  554. ImGui_ImplDX11_InvalidateDeviceObjects();
  555. if (bd->pFactory) { bd->pFactory->Release(); }
  556. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  557. if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
  558. io.BackendRendererName = nullptr;
  559. io.BackendRendererUserData = nullptr;
  560. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  561. IM_DELETE(bd);
  562. }
  563. void ImGui_ImplDX11_NewFrame()
  564. {
  565. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  566. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
  567. if (!bd->pFontSampler)
  568. ImGui_ImplDX11_CreateDeviceObjects();
  569. }
  570. //-----------------------------------------------------------------------------
  571. #endif // #ifndef IMGUI_DISABLE