imgui_impl_dx9.cpp 19 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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  6. // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
  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. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  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. bool HasRgbaSupport;
  51. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  52. };
  53. struct CUSTOMVERTEX
  54. {
  55. float pos[3];
  56. D3DCOLOR col;
  57. float uv[2];
  58. };
  59. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  60. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  61. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  62. #else
  63. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  64. #endif
  65. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  66. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  67. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  68. {
  69. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  70. }
  71. // Functions
  72. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  73. {
  74. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  75. // Setup viewport
  76. D3DVIEWPORT9 vp;
  77. vp.X = vp.Y = 0;
  78. vp.Width = (DWORD)draw_data->DisplaySize.x;
  79. vp.Height = (DWORD)draw_data->DisplaySize.y;
  80. vp.MinZ = 0.0f;
  81. vp.MaxZ = 1.0f;
  82. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  83. device->SetViewport(&vp);
  84. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  85. device->SetPixelShader(nullptr);
  86. device->SetVertexShader(nullptr);
  87. device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  88. device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  89. device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  90. device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  91. device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  92. device->SetRenderState(D3DRS_ZENABLE, FALSE);
  93. device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  94. device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  95. device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  96. device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  97. device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  98. device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  99. device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  100. device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  101. device->SetRenderState(D3DRS_FOGENABLE, FALSE);
  102. device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  103. device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  104. device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  105. device->SetRenderState(D3DRS_CLIPPING, TRUE);
  106. device->SetRenderState(D3DRS_LIGHTING, FALSE);
  107. device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  108. device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  109. device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  110. device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  111. device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  112. device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  113. device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  114. device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  115. device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  116. device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  117. device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
  118. device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
  119. // Setup orthographic projection matrix
  120. // 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.
  121. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  122. {
  123. float L = draw_data->DisplayPos.x + 0.5f;
  124. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  125. float T = draw_data->DisplayPos.y + 0.5f;
  126. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  127. 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 } } };
  128. D3DMATRIX mat_projection =
  129. { { {
  130. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  131. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  132. 0.0f, 0.0f, 0.5f, 0.0f,
  133. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  134. } } };
  135. device->SetTransform(D3DTS_WORLD, &mat_identity);
  136. device->SetTransform(D3DTS_VIEW, &mat_identity);
  137. device->SetTransform(D3DTS_PROJECTION, &mat_projection);
  138. }
  139. }
  140. // Render function.
  141. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  142. {
  143. // Avoid rendering when minimized
  144. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  145. return;
  146. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  147. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  148. // Create and grow buffers if needed
  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 (device->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 (device->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* state_block = nullptr;
  165. if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
  166. return;
  167. if (state_block->Capture() < 0)
  168. {
  169. 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. device->GetTransform(D3DTS_WORLD, &last_world);
  175. device->GetTransform(D3DTS_VIEW, &last_view);
  176. device->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. 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. 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* draw_list = draw_data->CmdLists[n];
  198. const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
  199. for (int i = 0; i < draw_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, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  211. idx_dst += draw_list->IdxBuffer.Size;
  212. }
  213. bd->pVB->Unlock();
  214. bd->pIB->Unlock();
  215. device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  216. device->SetIndices(bd->pIB);
  217. device->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* draw_list = draw_data->CmdLists[n];
  228. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  229. {
  230. const ImDrawCmd* pcmd = &draw_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(draw_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
  248. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  249. device->SetScissorRect(&r);
  250. // Bind texture, Draw
  251. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  252. device->SetTexture(0, texture);
  253. device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  254. }
  255. }
  256. global_idx_offset += draw_list->IdxBuffer.Size;
  257. global_vtx_offset += draw_list->VtxBuffer.Size;
  258. }
  259. // Restore the DX9 transform
  260. device->SetTransform(D3DTS_WORLD, &last_world);
  261. device->SetTransform(D3DTS_VIEW, &last_view);
  262. device->SetTransform(D3DTS_PROJECTION, &last_projection);
  263. // Restore the DX9 state
  264. state_block->Apply();
  265. state_block->Release();
  266. }
  267. static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
  268. {
  269. LPDIRECT3D9 pd3d = nullptr;
  270. if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
  271. return false;
  272. D3DDEVICE_CREATION_PARAMETERS param = {};
  273. D3DDISPLAYMODE mode = {};
  274. if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
  275. {
  276. pd3d->Release();
  277. return false;
  278. }
  279. // Font texture should support linear filter, color blend and write to render-target
  280. bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
  281. pd3d->Release();
  282. return support;
  283. }
  284. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  285. {
  286. ImGuiIO& io = ImGui::GetIO();
  287. IMGUI_CHECKVERSION();
  288. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  289. // Setup backend capabilities flags
  290. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  291. io.BackendRendererUserData = (void*)bd;
  292. io.BackendRendererName = "imgui_impl_dx9";
  293. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  294. bd->pd3dDevice = device;
  295. bd->pd3dDevice->AddRef();
  296. bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  297. return true;
  298. }
  299. void ImGui_ImplDX9_Shutdown()
  300. {
  301. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  302. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  303. ImGuiIO& io = ImGui::GetIO();
  304. ImGui_ImplDX9_InvalidateDeviceObjects();
  305. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  306. io.BackendRendererName = nullptr;
  307. io.BackendRendererUserData = nullptr;
  308. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  309. IM_DELETE(bd);
  310. }
  311. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  312. static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
  313. {
  314. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  315. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  316. const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
  317. #else
  318. const bool convert_rgba_to_bgra = false;
  319. IM_UNUSED(tex_use_colors);
  320. #endif
  321. for (int y = 0; y < h; y++)
  322. {
  323. ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y);
  324. ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y);
  325. if (convert_rgba_to_bgra)
  326. for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
  327. *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
  328. else
  329. memcpy(dst_p, src_p, w * 4); // Raw copy
  330. }
  331. }
  332. static bool ImGui_ImplDX9_CreateFontsTexture()
  333. {
  334. // Build texture atlas
  335. ImGuiIO& io = ImGui::GetIO();
  336. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  337. unsigned char* pixels;
  338. int width, height, bytes_per_pixel;
  339. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  340. // Upload texture to graphics system
  341. bd->FontTexture = nullptr;
  342. if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
  343. return false;
  344. D3DLOCKED_RECT tex_locked_rect;
  345. if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
  346. return false;
  347. ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height);
  348. bd->FontTexture->UnlockRect(0);
  349. // Store our identifier
  350. io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
  351. return true;
  352. }
  353. bool ImGui_ImplDX9_CreateDeviceObjects()
  354. {
  355. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  356. if (!bd || !bd->pd3dDevice)
  357. return false;
  358. if (!ImGui_ImplDX9_CreateFontsTexture())
  359. return false;
  360. return true;
  361. }
  362. void ImGui_ImplDX9_InvalidateDeviceObjects()
  363. {
  364. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  365. if (!bd || !bd->pd3dDevice)
  366. return;
  367. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  368. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  369. 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.
  370. }
  371. void ImGui_ImplDX9_NewFrame()
  372. {
  373. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  374. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
  375. if (!bd->FontTexture)
  376. ImGui_ImplDX9_CreateDeviceObjects();
  377. }
  378. //-----------------------------------------------------------------------------
  379. #endif // #ifndef IMGUI_DISABLE