imgui_impl_dx10.cpp 33 KB

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  1. // dear imgui: Renderer Backend for DirectX10
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' 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. // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  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. // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  21. // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
  22. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
  23. // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  24. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  25. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  26. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  27. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
  28. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
  29. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  30. // 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
  31. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
  32. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  33. // 2016-05-07: DirectX10: Disabling depth-write.
  34. #include "imgui.h"
  35. #ifndef IMGUI_DISABLE
  36. #include "imgui_impl_dx10.h"
  37. // DirectX
  38. #include <stdio.h>
  39. #include <d3d10_1.h>
  40. #include <d3d10.h>
  41. #include <d3dcompiler.h>
  42. #ifdef _MSC_VER
  43. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  44. #endif
  45. // DirectX data
  46. struct ImGui_ImplDX10_Data
  47. {
  48. ID3D10Device* pd3dDevice;
  49. IDXGIFactory* pFactory;
  50. ID3D10Buffer* pVB;
  51. ID3D10Buffer* pIB;
  52. ID3D10VertexShader* pVertexShader;
  53. ID3D10InputLayout* pInputLayout;
  54. ID3D10Buffer* pVertexConstantBuffer;
  55. ID3D10PixelShader* pPixelShader;
  56. ID3D10SamplerState* pFontSampler;
  57. ID3D10ShaderResourceView* pFontTextureView;
  58. ID3D10RasterizerState* pRasterizerState;
  59. ID3D10BlendState* pBlendState;
  60. ID3D10DepthStencilState* pDepthStencilState;
  61. int VertexBufferSize;
  62. int IndexBufferSize;
  63. ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  64. };
  65. struct VERTEX_CONSTANT_BUFFER_DX10
  66. {
  67. float mvp[4][4];
  68. };
  69. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  70. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  71. static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
  72. {
  73. return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  74. }
  75. // Forward Declarations
  76. static void ImGui_ImplDX10_InitPlatformInterface();
  77. static void ImGui_ImplDX10_ShutdownPlatformInterface();
  78. // Functions
  79. static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
  80. {
  81. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  82. // Setup viewport
  83. D3D10_VIEWPORT vp;
  84. memset(&vp, 0, sizeof(D3D10_VIEWPORT));
  85. vp.Width = (UINT)draw_data->DisplaySize.x;
  86. vp.Height = (UINT)draw_data->DisplaySize.y;
  87. vp.MinDepth = 0.0f;
  88. vp.MaxDepth = 1.0f;
  89. vp.TopLeftX = vp.TopLeftY = 0;
  90. device->RSSetViewports(1, &vp);
  91. // Bind shader and vertex buffers
  92. unsigned int stride = sizeof(ImDrawVert);
  93. unsigned int offset = 0;
  94. device->IASetInputLayout(bd->pInputLayout);
  95. device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  96. device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  97. device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  98. device->VSSetShader(bd->pVertexShader);
  99. device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  100. device->PSSetShader(bd->pPixelShader);
  101. device->PSSetSamplers(0, 1, &bd->pFontSampler);
  102. device->GSSetShader(nullptr);
  103. // Setup render state
  104. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  105. device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  106. device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  107. device->RSSetState(bd->pRasterizerState);
  108. }
  109. // Render function
  110. void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
  111. {
  112. // Avoid rendering when minimized
  113. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  114. return;
  115. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  116. ID3D10Device* device = bd->pd3dDevice;
  117. // Create and grow vertex/index buffers if needed
  118. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  119. {
  120. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  121. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  122. D3D10_BUFFER_DESC desc;
  123. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  124. desc.Usage = D3D10_USAGE_DYNAMIC;
  125. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  126. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  127. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  128. desc.MiscFlags = 0;
  129. if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  130. return;
  131. }
  132. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  133. {
  134. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  135. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  136. D3D10_BUFFER_DESC desc;
  137. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  138. desc.Usage = D3D10_USAGE_DYNAMIC;
  139. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  140. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  141. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  142. if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  143. return;
  144. }
  145. // Copy and convert all vertices into a single contiguous buffer
  146. ImDrawVert* vtx_dst = nullptr;
  147. ImDrawIdx* idx_dst = nullptr;
  148. bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  149. bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  150. for (int n = 0; n < draw_data->CmdListsCount; n++)
  151. {
  152. const ImDrawList* draw_list = draw_data->CmdLists[n];
  153. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  154. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  155. vtx_dst += draw_list->VtxBuffer.Size;
  156. idx_dst += draw_list->IdxBuffer.Size;
  157. }
  158. bd->pVB->Unmap();
  159. bd->pIB->Unmap();
  160. // Setup orthographic projection matrix into our constant buffer
  161. // 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.
  162. {
  163. void* mapped_resource;
  164. if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  165. return;
  166. VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
  167. float L = draw_data->DisplayPos.x;
  168. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  169. float T = draw_data->DisplayPos.y;
  170. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  171. float mvp[4][4] =
  172. {
  173. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  174. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  175. { 0.0f, 0.0f, 0.5f, 0.0f },
  176. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  177. };
  178. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  179. bd->pVertexConstantBuffer->Unmap();
  180. }
  181. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  182. struct BACKUP_DX10_STATE
  183. {
  184. UINT ScissorRectsCount, ViewportsCount;
  185. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  186. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  187. ID3D10RasterizerState* RS;
  188. ID3D10BlendState* BlendState;
  189. FLOAT BlendFactor[4];
  190. UINT SampleMask;
  191. UINT StencilRef;
  192. ID3D10DepthStencilState* DepthStencilState;
  193. ID3D10ShaderResourceView* PSShaderResource;
  194. ID3D10SamplerState* PSSampler;
  195. ID3D10PixelShader* PS;
  196. ID3D10VertexShader* VS;
  197. ID3D10GeometryShader* GS;
  198. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  199. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  200. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  201. DXGI_FORMAT IndexBufferFormat;
  202. ID3D10InputLayout* InputLayout;
  203. };
  204. BACKUP_DX10_STATE old = {};
  205. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  206. device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  207. device->RSGetViewports(&old.ViewportsCount, old.Viewports);
  208. device->RSGetState(&old.RS);
  209. device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  210. device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  211. device->PSGetShaderResources(0, 1, &old.PSShaderResource);
  212. device->PSGetSamplers(0, 1, &old.PSSampler);
  213. device->PSGetShader(&old.PS);
  214. device->VSGetShader(&old.VS);
  215. device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  216. device->GSGetShader(&old.GS);
  217. device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  218. device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  219. device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  220. device->IAGetInputLayout(&old.InputLayout);
  221. // Setup desired DX state
  222. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  223. // Render command lists
  224. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  225. int global_vtx_offset = 0;
  226. int global_idx_offset = 0;
  227. ImVec2 clip_off = draw_data->DisplayPos;
  228. for (int n = 0; n < draw_data->CmdListsCount; n++)
  229. {
  230. const ImDrawList* draw_list = draw_data->CmdLists[n];
  231. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  232. {
  233. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  234. if (pcmd->UserCallback)
  235. {
  236. // User callback, registered via ImDrawList::AddCallback()
  237. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  238. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  239. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  240. else
  241. pcmd->UserCallback(draw_list, pcmd);
  242. }
  243. else
  244. {
  245. // Project scissor/clipping rectangles into framebuffer space
  246. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  247. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  248. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  249. continue;
  250. // Apply scissor/clipping rectangle
  251. const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  252. device->RSSetScissorRects(1, &r);
  253. // Bind texture, Draw
  254. ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
  255. device->PSSetShaderResources(0, 1, &texture_srv);
  256. device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  257. }
  258. }
  259. global_idx_offset += draw_list->IdxBuffer.Size;
  260. global_vtx_offset += draw_list->VtxBuffer.Size;
  261. }
  262. // Restore modified DX state
  263. device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  264. device->RSSetViewports(old.ViewportsCount, old.Viewports);
  265. device->RSSetState(old.RS); if (old.RS) old.RS->Release();
  266. device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  267. device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  268. device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  269. device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  270. device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  271. device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  272. device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
  273. device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  274. device->IASetPrimitiveTopology(old.PrimitiveTopology);
  275. device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  276. device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  277. device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  278. }
  279. static void ImGui_ImplDX10_CreateFontsTexture()
  280. {
  281. // Build texture atlas
  282. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  283. ImGuiIO& io = ImGui::GetIO();
  284. unsigned char* pixels;
  285. int width, height;
  286. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  287. // Upload texture to graphics system
  288. {
  289. D3D10_TEXTURE2D_DESC desc;
  290. ZeroMemory(&desc, sizeof(desc));
  291. desc.Width = width;
  292. desc.Height = height;
  293. desc.MipLevels = 1;
  294. desc.ArraySize = 1;
  295. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  296. desc.SampleDesc.Count = 1;
  297. desc.Usage = D3D10_USAGE_DEFAULT;
  298. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  299. desc.CPUAccessFlags = 0;
  300. ID3D10Texture2D* pTexture = nullptr;
  301. D3D10_SUBRESOURCE_DATA subResource;
  302. subResource.pSysMem = pixels;
  303. subResource.SysMemPitch = desc.Width * 4;
  304. subResource.SysMemSlicePitch = 0;
  305. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  306. IM_ASSERT(pTexture != nullptr);
  307. // Create texture view
  308. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  309. ZeroMemory(&srv_desc, sizeof(srv_desc));
  310. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  311. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  312. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  313. srv_desc.Texture2D.MostDetailedMip = 0;
  314. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
  315. pTexture->Release();
  316. }
  317. // Store our identifier
  318. io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
  319. // Create texture sampler
  320. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  321. {
  322. D3D10_SAMPLER_DESC desc;
  323. ZeroMemory(&desc, sizeof(desc));
  324. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  325. desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
  326. desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
  327. desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
  328. desc.MipLODBias = 0.f;
  329. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  330. desc.MinLOD = 0.f;
  331. desc.MaxLOD = 0.f;
  332. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
  333. }
  334. }
  335. bool ImGui_ImplDX10_CreateDeviceObjects()
  336. {
  337. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  338. if (!bd->pd3dDevice)
  339. return false;
  340. if (bd->pFontSampler)
  341. ImGui_ImplDX10_InvalidateDeviceObjects();
  342. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  343. // If you would like to use this DX10 sample code but remove this dependency you can:
  344. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  345. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  346. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  347. // Create the vertex shader
  348. {
  349. static const char* vertexShader =
  350. "cbuffer vertexBuffer : register(b0) \
  351. {\
  352. float4x4 ProjectionMatrix; \
  353. };\
  354. struct VS_INPUT\
  355. {\
  356. float2 pos : POSITION;\
  357. float4 col : COLOR0;\
  358. float2 uv : TEXCOORD0;\
  359. };\
  360. \
  361. struct PS_INPUT\
  362. {\
  363. float4 pos : SV_POSITION;\
  364. float4 col : COLOR0;\
  365. float2 uv : TEXCOORD0;\
  366. };\
  367. \
  368. PS_INPUT main(VS_INPUT input)\
  369. {\
  370. PS_INPUT output;\
  371. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  372. output.col = input.col;\
  373. output.uv = input.uv;\
  374. return output;\
  375. }";
  376. ID3DBlob* vertexShaderBlob;
  377. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
  378. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  379. if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
  380. {
  381. vertexShaderBlob->Release();
  382. return false;
  383. }
  384. // Create the input layout
  385. D3D10_INPUT_ELEMENT_DESC local_layout[] =
  386. {
  387. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  388. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  389. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  390. };
  391. if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
  392. {
  393. vertexShaderBlob->Release();
  394. return false;
  395. }
  396. vertexShaderBlob->Release();
  397. // Create the constant buffer
  398. {
  399. D3D10_BUFFER_DESC desc;
  400. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
  401. desc.Usage = D3D10_USAGE_DYNAMIC;
  402. desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  403. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  404. desc.MiscFlags = 0;
  405. bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
  406. }
  407. }
  408. // Create the pixel shader
  409. {
  410. static const char* pixelShader =
  411. "struct PS_INPUT\
  412. {\
  413. float4 pos : SV_POSITION;\
  414. float4 col : COLOR0;\
  415. float2 uv : TEXCOORD0;\
  416. };\
  417. sampler sampler0;\
  418. Texture2D texture0;\
  419. \
  420. float4 main(PS_INPUT input) : SV_Target\
  421. {\
  422. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  423. return out_col; \
  424. }";
  425. ID3DBlob* pixelShaderBlob;
  426. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
  427. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  428. if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
  429. {
  430. pixelShaderBlob->Release();
  431. return false;
  432. }
  433. pixelShaderBlob->Release();
  434. }
  435. // Create the blending setup
  436. {
  437. D3D10_BLEND_DESC desc;
  438. ZeroMemory(&desc, sizeof(desc));
  439. desc.AlphaToCoverageEnable = false;
  440. desc.BlendEnable[0] = true;
  441. desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
  442. desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
  443. desc.BlendOp = D3D10_BLEND_OP_ADD;
  444. desc.SrcBlendAlpha = D3D10_BLEND_ONE;
  445. desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
  446. desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
  447. desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
  448. bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
  449. }
  450. // Create the rasterizer state
  451. {
  452. D3D10_RASTERIZER_DESC desc;
  453. ZeroMemory(&desc, sizeof(desc));
  454. desc.FillMode = D3D10_FILL_SOLID;
  455. desc.CullMode = D3D10_CULL_NONE;
  456. desc.ScissorEnable = true;
  457. desc.DepthClipEnable = true;
  458. bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
  459. }
  460. // Create depth-stencil State
  461. {
  462. D3D10_DEPTH_STENCIL_DESC desc;
  463. ZeroMemory(&desc, sizeof(desc));
  464. desc.DepthEnable = false;
  465. desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
  466. desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
  467. desc.StencilEnable = false;
  468. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
  469. desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
  470. desc.BackFace = desc.FrontFace;
  471. bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
  472. }
  473. ImGui_ImplDX10_CreateFontsTexture();
  474. return true;
  475. }
  476. void ImGui_ImplDX10_InvalidateDeviceObjects()
  477. {
  478. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  479. if (!bd->pd3dDevice)
  480. return;
  481. if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
  482. if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  483. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  484. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  485. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  486. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  487. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  488. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  489. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  490. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  491. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  492. }
  493. bool ImGui_ImplDX10_Init(ID3D10Device* device)
  494. {
  495. ImGuiIO& io = ImGui::GetIO();
  496. IMGUI_CHECKVERSION();
  497. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  498. // Setup backend capabilities flags
  499. ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
  500. io.BackendRendererUserData = (void*)bd;
  501. io.BackendRendererName = "imgui_impl_dx10";
  502. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  503. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  504. // Get factory from device
  505. IDXGIDevice* pDXGIDevice = nullptr;
  506. IDXGIAdapter* pDXGIAdapter = nullptr;
  507. IDXGIFactory* pFactory = nullptr;
  508. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  509. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  510. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  511. {
  512. bd->pd3dDevice = device;
  513. bd->pFactory = pFactory;
  514. }
  515. if (pDXGIDevice) pDXGIDevice->Release();
  516. if (pDXGIAdapter) pDXGIAdapter->Release();
  517. bd->pd3dDevice->AddRef();
  518. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  519. ImGui_ImplDX10_InitPlatformInterface();
  520. return true;
  521. }
  522. void ImGui_ImplDX10_Shutdown()
  523. {
  524. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  525. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  526. ImGuiIO& io = ImGui::GetIO();
  527. ImGui_ImplDX10_ShutdownPlatformInterface();
  528. ImGui_ImplDX10_InvalidateDeviceObjects();
  529. if (bd->pFactory) { bd->pFactory->Release(); }
  530. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  531. io.BackendRendererName = nullptr;
  532. io.BackendRendererUserData = nullptr;
  533. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
  534. IM_DELETE(bd);
  535. }
  536. void ImGui_ImplDX10_NewFrame()
  537. {
  538. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  539. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
  540. if (!bd->pFontSampler)
  541. ImGui_ImplDX10_CreateDeviceObjects();
  542. }
  543. //--------------------------------------------------------------------------------------------------------
  544. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  545. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  546. // 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..
  547. //--------------------------------------------------------------------------------------------------------
  548. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  549. struct ImGui_ImplDX10_ViewportData
  550. {
  551. IDXGISwapChain* SwapChain;
  552. ID3D10RenderTargetView* RTView;
  553. ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
  554. ~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
  555. };
  556. static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
  557. {
  558. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  559. ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
  560. viewport->RendererUserData = vd;
  561. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
  562. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  563. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  564. IM_ASSERT(hwnd != 0);
  565. // Create swap chain
  566. DXGI_SWAP_CHAIN_DESC sd;
  567. ZeroMemory(&sd, sizeof(sd));
  568. sd.BufferDesc.Width = (UINT)viewport->Size.x;
  569. sd.BufferDesc.Height = (UINT)viewport->Size.y;
  570. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  571. sd.SampleDesc.Count = 1;
  572. sd.SampleDesc.Quality = 0;
  573. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  574. sd.BufferCount = 1;
  575. sd.OutputWindow = hwnd;
  576. sd.Windowed = TRUE;
  577. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  578. sd.Flags = 0;
  579. IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
  580. bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
  581. // Create the render target
  582. if (vd->SwapChain)
  583. {
  584. ID3D10Texture2D* pBackBuffer;
  585. vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  586. bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
  587. pBackBuffer->Release();
  588. }
  589. }
  590. static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
  591. {
  592. // The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
  593. if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
  594. {
  595. if (vd->SwapChain)
  596. vd->SwapChain->Release();
  597. vd->SwapChain = nullptr;
  598. if (vd->RTView)
  599. vd->RTView->Release();
  600. vd->RTView = nullptr;
  601. IM_DELETE(vd);
  602. }
  603. viewport->RendererUserData = nullptr;
  604. }
  605. static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  606. {
  607. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  608. ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
  609. if (vd->RTView)
  610. {
  611. vd->RTView->Release();
  612. vd->RTView = nullptr;
  613. }
  614. if (vd->SwapChain)
  615. {
  616. ID3D10Texture2D* pBackBuffer = nullptr;
  617. vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
  618. vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  619. if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
  620. bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
  621. pBackBuffer->Release();
  622. }
  623. }
  624. static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
  625. {
  626. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  627. ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
  628. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  629. bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr);
  630. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  631. bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
  632. ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
  633. }
  634. static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
  635. {
  636. ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
  637. vd->SwapChain->Present(0, 0); // Present without vsync
  638. }
  639. void ImGui_ImplDX10_InitPlatformInterface()
  640. {
  641. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  642. platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
  643. platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
  644. platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
  645. platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
  646. platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
  647. }
  648. void ImGui_ImplDX10_ShutdownPlatformInterface()
  649. {
  650. ImGui::DestroyPlatformWindows();
  651. }
  652. //-----------------------------------------------------------------------------
  653. #endif // #ifndef IMGUI_DISABLE