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. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  18. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
  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. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  22. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  23. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  24. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  25. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  26. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  27. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  28. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  29. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  30. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  31. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  32. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  33. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  34. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  35. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  36. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  37. #include "imgui.h"
  38. #ifndef IMGUI_DISABLE
  39. #include "imgui_impl_dx9.h"
  40. // DirectX
  41. #include <d3d9.h>
  42. // DirectX data
  43. struct ImGui_ImplDX9_Data
  44. {
  45. LPDIRECT3DDEVICE9 pd3dDevice;
  46. LPDIRECT3DVERTEXBUFFER9 pVB;
  47. LPDIRECT3DINDEXBUFFER9 pIB;
  48. LPDIRECT3DTEXTURE9 FontTexture;
  49. int VertexBufferSize;
  50. int IndexBufferSize;
  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. // Forward Declarations
  72. static void ImGui_ImplDX9_InitPlatformInterface();
  73. static void ImGui_ImplDX9_ShutdownPlatformInterface();
  74. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  75. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  76. // Functions
  77. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  78. {
  79. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  80. // Setup viewport
  81. D3DVIEWPORT9 vp;
  82. vp.X = vp.Y = 0;
  83. vp.Width = (DWORD)draw_data->DisplaySize.x;
  84. vp.Height = (DWORD)draw_data->DisplaySize.y;
  85. vp.MinZ = 0.0f;
  86. vp.MaxZ = 1.0f;
  87. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  88. device->SetViewport(&vp);
  89. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  90. device->SetPixelShader(nullptr);
  91. device->SetVertexShader(nullptr);
  92. device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  93. device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  94. device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  95. device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  96. device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  97. device->SetRenderState(D3DRS_ZENABLE, FALSE);
  98. device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  99. device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  100. device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  101. device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  102. device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  103. device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  104. device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  105. device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  106. device->SetRenderState(D3DRS_FOGENABLE, FALSE);
  107. device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  108. device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  109. device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  110. device->SetRenderState(D3DRS_CLIPPING, TRUE);
  111. device->SetRenderState(D3DRS_LIGHTING, FALSE);
  112. device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  113. device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  114. device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  115. device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  116. device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  117. device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  118. device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  119. device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  120. device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  121. device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  122. device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
  123. device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
  124. // Setup orthographic projection matrix
  125. // 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.
  126. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  127. {
  128. float L = draw_data->DisplayPos.x + 0.5f;
  129. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  130. float T = draw_data->DisplayPos.y + 0.5f;
  131. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  132. 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 } } };
  133. D3DMATRIX mat_projection =
  134. { { {
  135. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  136. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  137. 0.0f, 0.0f, 0.5f, 0.0f,
  138. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  139. } } };
  140. device->SetTransform(D3DTS_WORLD, &mat_identity);
  141. device->SetTransform(D3DTS_VIEW, &mat_identity);
  142. device->SetTransform(D3DTS_PROJECTION, &mat_projection);
  143. }
  144. }
  145. // Render function.
  146. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  147. {
  148. // Avoid rendering when minimized
  149. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  150. return;
  151. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  152. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  153. // Create and grow buffers if needed
  154. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  155. {
  156. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  157. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  158. if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  159. return;
  160. }
  161. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  162. {
  163. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  164. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  165. if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  166. return;
  167. }
  168. // Backup the DX9 state
  169. IDirect3DStateBlock9* state_block = nullptr;
  170. if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
  171. return;
  172. if (state_block->Capture() < 0)
  173. {
  174. state_block->Release();
  175. return;
  176. }
  177. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  178. D3DMATRIX last_world, last_view, last_projection;
  179. device->GetTransform(D3DTS_WORLD, &last_world);
  180. device->GetTransform(D3DTS_VIEW, &last_view);
  181. device->GetTransform(D3DTS_PROJECTION, &last_projection);
  182. // Allocate buffers
  183. CUSTOMVERTEX* vtx_dst;
  184. ImDrawIdx* idx_dst;
  185. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  186. {
  187. state_block->Release();
  188. return;
  189. }
  190. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  191. {
  192. bd->pVB->Unlock();
  193. state_block->Release();
  194. return;
  195. }
  196. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  197. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  198. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  199. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  200. for (int n = 0; n < draw_data->CmdListsCount; n++)
  201. {
  202. const ImDrawList* draw_list = draw_data->CmdLists[n];
  203. const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
  204. for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
  205. {
  206. vtx_dst->pos[0] = vtx_src->pos.x;
  207. vtx_dst->pos[1] = vtx_src->pos.y;
  208. vtx_dst->pos[2] = 0.0f;
  209. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  210. vtx_dst->uv[0] = vtx_src->uv.x;
  211. vtx_dst->uv[1] = vtx_src->uv.y;
  212. vtx_dst++;
  213. vtx_src++;
  214. }
  215. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  216. idx_dst += draw_list->IdxBuffer.Size;
  217. }
  218. bd->pVB->Unlock();
  219. bd->pIB->Unlock();
  220. device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  221. device->SetIndices(bd->pIB);
  222. device->SetFVF(D3DFVF_CUSTOMVERTEX);
  223. // Setup desired DX state
  224. ImGui_ImplDX9_SetupRenderState(draw_data);
  225. // Render command lists
  226. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  227. int global_vtx_offset = 0;
  228. int global_idx_offset = 0;
  229. ImVec2 clip_off = draw_data->DisplayPos;
  230. for (int n = 0; n < draw_data->CmdListsCount; n++)
  231. {
  232. const ImDrawList* draw_list = draw_data->CmdLists[n];
  233. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  234. {
  235. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  236. if (pcmd->UserCallback != nullptr)
  237. {
  238. // User callback, registered via ImDrawList::AddCallback()
  239. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  240. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  241. ImGui_ImplDX9_SetupRenderState(draw_data);
  242. else
  243. pcmd->UserCallback(draw_list, pcmd);
  244. }
  245. else
  246. {
  247. // Project scissor/clipping rectangles into framebuffer space
  248. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  249. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  250. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  251. continue;
  252. // Apply scissor/clipping rectangle
  253. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  254. device->SetScissorRect(&r);
  255. // Bind texture, Draw
  256. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  257. device->SetTexture(0, texture);
  258. device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  259. }
  260. }
  261. global_idx_offset += draw_list->IdxBuffer.Size;
  262. global_vtx_offset += draw_list->VtxBuffer.Size;
  263. }
  264. // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
  265. // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
  266. if (global_vtx_offset == 0)
  267. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
  268. // Restore the DX9 transform
  269. device->SetTransform(D3DTS_WORLD, &last_world);
  270. device->SetTransform(D3DTS_VIEW, &last_view);
  271. device->SetTransform(D3DTS_PROJECTION, &last_projection);
  272. // Restore the DX9 state
  273. state_block->Apply();
  274. state_block->Release();
  275. }
  276. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  277. {
  278. ImGuiIO& io = ImGui::GetIO();
  279. IMGUI_CHECKVERSION();
  280. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  281. // Setup backend capabilities flags
  282. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  283. io.BackendRendererUserData = (void*)bd;
  284. io.BackendRendererName = "imgui_impl_dx9";
  285. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  286. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  287. bd->pd3dDevice = device;
  288. bd->pd3dDevice->AddRef();
  289. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  290. ImGui_ImplDX9_InitPlatformInterface();
  291. return true;
  292. }
  293. void ImGui_ImplDX9_Shutdown()
  294. {
  295. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  296. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  297. ImGuiIO& io = ImGui::GetIO();
  298. ImGui_ImplDX9_ShutdownPlatformInterface();
  299. ImGui_ImplDX9_InvalidateDeviceObjects();
  300. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  301. io.BackendRendererName = nullptr;
  302. io.BackendRendererUserData = nullptr;
  303. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
  304. IM_DELETE(bd);
  305. }
  306. static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
  307. {
  308. IDirect3D9* pd3d = nullptr;
  309. if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
  310. return false;
  311. D3DDEVICE_CREATION_PARAMETERS param = {};
  312. D3DDISPLAYMODE mode = {};
  313. if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
  314. {
  315. pd3d->Release();
  316. return false;
  317. }
  318. // Font texture should support linear filter, color blend and write to render-target
  319. bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
  320. pd3d->Release();
  321. return support;
  322. }
  323. static bool ImGui_ImplDX9_CreateFontsTexture()
  324. {
  325. // Build texture atlas
  326. ImGuiIO& io = ImGui::GetIO();
  327. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  328. unsigned char* pixels;
  329. int width, height, bytes_per_pixel;
  330. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  331. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  332. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  333. const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  334. if (!rgba_support && io.Fonts->TexPixelsUseColors)
  335. {
  336. ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
  337. for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
  338. *dst = IMGUI_COL_TO_DX9_ARGB(*src);
  339. pixels = (unsigned char*)dst_start;
  340. }
  341. #else
  342. const bool rgba_support = false;
  343. #endif
  344. // Upload texture to graphics system
  345. bd->FontTexture = nullptr;
  346. if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
  347. return false;
  348. D3DLOCKED_RECT tex_locked_rect;
  349. if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
  350. return false;
  351. for (int y = 0; y < height; y++)
  352. 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);
  353. bd->FontTexture->UnlockRect(0);
  354. // Store our identifier
  355. io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
  356. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  357. if (!rgba_support && io.Fonts->TexPixelsUseColors)
  358. ImGui::MemFree(pixels);
  359. #endif
  360. return true;
  361. }
  362. bool ImGui_ImplDX9_CreateDeviceObjects()
  363. {
  364. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  365. if (!bd || !bd->pd3dDevice)
  366. return false;
  367. if (!ImGui_ImplDX9_CreateFontsTexture())
  368. return false;
  369. ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  370. return true;
  371. }
  372. void ImGui_ImplDX9_InvalidateDeviceObjects()
  373. {
  374. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  375. if (!bd || !bd->pd3dDevice)
  376. return;
  377. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  378. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  379. 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.
  380. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  381. }
  382. void ImGui_ImplDX9_NewFrame()
  383. {
  384. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  385. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
  386. if (!bd->FontTexture)
  387. ImGui_ImplDX9_CreateDeviceObjects();
  388. }
  389. //--------------------------------------------------------------------------------------------------------
  390. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  391. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  392. // 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..
  393. //--------------------------------------------------------------------------------------------------------
  394. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  395. struct ImGui_ImplDX9_ViewportData
  396. {
  397. IDirect3DSwapChain9* SwapChain;
  398. D3DPRESENT_PARAMETERS d3dpp;
  399. ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
  400. ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
  401. };
  402. static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
  403. {
  404. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  405. ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
  406. viewport->RendererUserData = vd;
  407. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
  408. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  409. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  410. IM_ASSERT(hwnd != 0);
  411. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  412. vd->d3dpp.Windowed = TRUE;
  413. vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  414. vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
  415. vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
  416. vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  417. vd->d3dpp.hDeviceWindow = hwnd;
  418. vd->d3dpp.EnableAutoDepthStencil = FALSE;
  419. vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  420. vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
  421. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  422. IM_ASSERT(hr == D3D_OK);
  423. IM_ASSERT(vd->SwapChain != nullptr);
  424. }
  425. static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
  426. {
  427. // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
  428. if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
  429. {
  430. if (vd->SwapChain)
  431. vd->SwapChain->Release();
  432. vd->SwapChain = nullptr;
  433. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  434. IM_DELETE(vd);
  435. }
  436. viewport->RendererUserData = nullptr;
  437. }
  438. static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  439. {
  440. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  441. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  442. if (vd->SwapChain)
  443. {
  444. vd->SwapChain->Release();
  445. vd->SwapChain = nullptr;
  446. vd->d3dpp.BackBufferWidth = (UINT)size.x;
  447. vd->d3dpp.BackBufferHeight = (UINT)size.y;
  448. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  449. IM_ASSERT(hr == D3D_OK);
  450. }
  451. }
  452. static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
  453. {
  454. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  455. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  456. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  457. LPDIRECT3DSURFACE9 render_target = nullptr;
  458. LPDIRECT3DSURFACE9 last_render_target = nullptr;
  459. LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
  460. vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
  461. bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
  462. bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
  463. bd->pd3dDevice->SetRenderTarget(0, render_target);
  464. bd->pd3dDevice->SetDepthStencilSurface(nullptr);
  465. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  466. {
  467. 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));
  468. bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
  469. }
  470. ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
  471. // Restore render target
  472. bd->pd3dDevice->SetRenderTarget(0, last_render_target);
  473. bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
  474. render_target->Release();
  475. last_render_target->Release();
  476. if (last_depth_stencil) last_depth_stencil->Release();
  477. }
  478. static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
  479. {
  480. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  481. HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
  482. // Let main application handle D3DERR_DEVICELOST by resetting the device.
  483. IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
  484. }
  485. static void ImGui_ImplDX9_InitPlatformInterface()
  486. {
  487. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  488. platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
  489. platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
  490. platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
  491. platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
  492. platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
  493. }
  494. static void ImGui_ImplDX9_ShutdownPlatformInterface()
  495. {
  496. ImGui::DestroyPlatformWindows();
  497. }
  498. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
  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_CreateWindow(platform_io.Viewports[i]);
  504. }
  505. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
  506. {
  507. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  508. for (int i = 1; i < platform_io.Viewports.Size; i++)
  509. if (platform_io.Viewports[i]->RendererUserData)
  510. ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
  511. }
  512. //-----------------------------------------------------------------------------
  513. #endif // #ifndef IMGUI_DISABLE