imgui_impl_dx10.cpp 31 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
  5. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  6. // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  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. // 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
  17. // 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
  18. // 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  19. // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  20. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  21. // 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).
  22. // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  23. // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
  24. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
  25. // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  26. // 2019-04-30: DirectX10: 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. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
  30. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
  31. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  32. // 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.
  33. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_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: DirectX10: Disabling depth-write.
  36. #include "imgui.h"
  37. #ifndef IMGUI_DISABLE
  38. #include "imgui_impl_dx10.h"
  39. // DirectX
  40. #include <stdio.h>
  41. #include <d3d10_1.h>
  42. #include <d3d10.h>
  43. #include <d3dcompiler.h>
  44. #ifdef _MSC_VER
  45. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  46. #endif
  47. // Clang/GCC warnings with -Weverything
  48. #if defined(__clang__)
  49. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
  50. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  51. #endif
  52. // DirectX10 data
  53. struct ImGui_ImplDX10_Texture
  54. {
  55. ID3D10Texture2D* pTexture;
  56. ID3D10ShaderResourceView* pTextureView;
  57. };
  58. struct ImGui_ImplDX10_Data
  59. {
  60. ID3D10Device* pd3dDevice;
  61. IDXGIFactory* pFactory;
  62. ID3D10Buffer* pVB;
  63. ID3D10Buffer* pIB;
  64. ID3D10VertexShader* pVertexShader;
  65. ID3D10InputLayout* pInputLayout;
  66. ID3D10Buffer* pVertexConstantBuffer;
  67. ID3D10PixelShader* pPixelShader;
  68. ID3D10SamplerState* pTexSamplerLinear;
  69. ID3D10RasterizerState* pRasterizerState;
  70. ID3D10BlendState* pBlendState;
  71. ID3D10DepthStencilState* pDepthStencilState;
  72. int VertexBufferSize;
  73. int IndexBufferSize;
  74. ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  75. };
  76. struct VERTEX_CONSTANT_BUFFER_DX10
  77. {
  78. float mvp[4][4];
  79. };
  80. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  81. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  82. static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
  83. {
  84. return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  85. }
  86. // Functions
  87. static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
  88. {
  89. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  90. // Setup viewport
  91. D3D10_VIEWPORT vp = {};
  92. vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  93. vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  94. vp.MinDepth = 0.0f;
  95. vp.MaxDepth = 1.0f;
  96. vp.TopLeftX = vp.TopLeftY = 0;
  97. device->RSSetViewports(1, &vp);
  98. // Setup orthographic projection matrix into our constant buffer
  99. // 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.
  100. void* mapped_resource;
  101. if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
  102. {
  103. VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
  104. float L = draw_data->DisplayPos.x;
  105. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  106. float T = draw_data->DisplayPos.y;
  107. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  108. float mvp[4][4] =
  109. {
  110. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  111. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  112. { 0.0f, 0.0f, 0.5f, 0.0f },
  113. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  114. };
  115. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  116. bd->pVertexConstantBuffer->Unmap();
  117. }
  118. // Setup shader and vertex buffers
  119. unsigned int stride = sizeof(ImDrawVert);
  120. unsigned int offset = 0;
  121. device->IASetInputLayout(bd->pInputLayout);
  122. device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  123. device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  124. device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  125. device->VSSetShader(bd->pVertexShader);
  126. device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  127. device->PSSetShader(bd->pPixelShader);
  128. device->PSSetSamplers(0, 1, &bd->pTexSamplerLinear);
  129. device->GSSetShader(nullptr);
  130. // Setup render state
  131. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  132. device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  133. device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  134. device->RSSetState(bd->pRasterizerState);
  135. }
  136. // Render function
  137. void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
  138. {
  139. // Avoid rendering when minimized
  140. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  141. return;
  142. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  143. ID3D10Device* device = bd->pd3dDevice;
  144. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  145. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  146. if (draw_data->Textures != nullptr)
  147. for (ImTextureData* tex : *draw_data->Textures)
  148. if (tex->Status != ImTextureStatus_OK)
  149. ImGui_ImplDX10_UpdateTexture(tex);
  150. // Create and grow vertex/index buffers if needed
  151. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  152. {
  153. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  154. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  155. D3D10_BUFFER_DESC desc = {};
  156. desc.Usage = D3D10_USAGE_DYNAMIC;
  157. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  158. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  159. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  160. desc.MiscFlags = 0;
  161. if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  162. return;
  163. }
  164. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  165. {
  166. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  167. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  168. D3D10_BUFFER_DESC desc = {};
  169. desc.Usage = D3D10_USAGE_DYNAMIC;
  170. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  171. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  172. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  173. if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  174. return;
  175. }
  176. // Copy and convert all vertices into a single contiguous buffer
  177. ImDrawVert* vtx_dst = nullptr;
  178. ImDrawIdx* idx_dst = nullptr;
  179. bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  180. bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  181. for (const ImDrawList* draw_list : draw_data->CmdLists)
  182. {
  183. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  184. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  185. vtx_dst += draw_list->VtxBuffer.Size;
  186. idx_dst += draw_list->IdxBuffer.Size;
  187. }
  188. bd->pVB->Unmap();
  189. bd->pIB->Unmap();
  190. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  191. struct BACKUP_DX10_STATE
  192. {
  193. UINT ScissorRectsCount, ViewportsCount;
  194. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  195. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  196. ID3D10RasterizerState* RS;
  197. ID3D10BlendState* BlendState;
  198. FLOAT BlendFactor[4];
  199. UINT SampleMask;
  200. UINT StencilRef;
  201. ID3D10DepthStencilState* DepthStencilState;
  202. ID3D10ShaderResourceView* PSShaderResource;
  203. ID3D10SamplerState* PSSampler;
  204. ID3D10PixelShader* PS;
  205. ID3D10VertexShader* VS;
  206. ID3D10GeometryShader* GS;
  207. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  208. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  209. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  210. DXGI_FORMAT IndexBufferFormat;
  211. ID3D10InputLayout* InputLayout;
  212. };
  213. BACKUP_DX10_STATE old = {};
  214. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  215. device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  216. device->RSGetViewports(&old.ViewportsCount, old.Viewports);
  217. device->RSGetState(&old.RS);
  218. device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  219. device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  220. device->PSGetShaderResources(0, 1, &old.PSShaderResource);
  221. device->PSGetSamplers(0, 1, &old.PSSampler);
  222. device->PSGetShader(&old.PS);
  223. device->VSGetShader(&old.VS);
  224. device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  225. device->GSGetShader(&old.GS);
  226. device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  227. device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  228. device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  229. device->IAGetInputLayout(&old.InputLayout);
  230. // Setup desired DX state
  231. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  232. // Setup render state structure (for callbacks and custom texture bindings)
  233. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  234. ImGui_ImplDX10_RenderState render_state;
  235. render_state.Device = bd->pd3dDevice;
  236. render_state.SamplerDefault = bd->pTexSamplerLinear;
  237. render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
  238. platform_io.Renderer_RenderState = &render_state;
  239. // Render command lists
  240. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  241. int global_vtx_offset = 0;
  242. int global_idx_offset = 0;
  243. ImVec2 clip_off = draw_data->DisplayPos;
  244. ImVec2 clip_scale = draw_data->FramebufferScale;
  245. for (const ImDrawList* draw_list : draw_data->CmdLists)
  246. {
  247. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  248. {
  249. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  250. if (pcmd->UserCallback != nullptr)
  251. {
  252. // User callback, registered via ImDrawList::AddCallback()
  253. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  254. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  255. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  256. else
  257. pcmd->UserCallback(draw_list, pcmd);
  258. }
  259. else
  260. {
  261. // Project scissor/clipping rectangles into framebuffer space
  262. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  263. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  264. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  265. continue;
  266. // Apply scissor/clipping rectangle
  267. const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  268. device->RSSetScissorRects(1, &r);
  269. // Bind texture, Draw
  270. ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
  271. device->PSSetShaderResources(0, 1, &texture_srv);
  272. device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  273. }
  274. }
  275. global_idx_offset += draw_list->IdxBuffer.Size;
  276. global_vtx_offset += draw_list->VtxBuffer.Size;
  277. }
  278. platform_io.Renderer_RenderState = nullptr;
  279. // Restore modified DX state
  280. device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  281. device->RSSetViewports(old.ViewportsCount, old.Viewports);
  282. device->RSSetState(old.RS); if (old.RS) old.RS->Release();
  283. device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  284. device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  285. device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  286. device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  287. device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  288. device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  289. device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
  290. device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  291. device->IASetPrimitiveTopology(old.PrimitiveTopology);
  292. device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  293. device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  294. device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  295. }
  296. static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
  297. {
  298. ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
  299. if (backend_tex == nullptr)
  300. return;
  301. IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
  302. backend_tex->pTexture->Release();
  303. backend_tex->pTextureView->Release();
  304. IM_DELETE(backend_tex);
  305. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  306. tex->SetTexID(ImTextureID_Invalid);
  307. tex->SetStatus(ImTextureStatus_Destroyed);
  308. tex->BackendUserData = nullptr;
  309. }
  310. void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
  311. {
  312. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  313. if (tex->Status == ImTextureStatus_WantCreate)
  314. {
  315. // Create and upload new texture to graphics system
  316. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  317. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  318. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  319. unsigned int* pixels = (unsigned int*)tex->GetPixels();
  320. ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)();
  321. // Create texture
  322. D3D10_TEXTURE2D_DESC desc;
  323. ZeroMemory(&desc, sizeof(desc));
  324. desc.Width = (UINT)tex->Width;
  325. desc.Height = (UINT)tex->Height;
  326. desc.MipLevels = 1;
  327. desc.ArraySize = 1;
  328. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  329. desc.SampleDesc.Count = 1;
  330. desc.Usage = D3D10_USAGE_DEFAULT;
  331. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  332. desc.CPUAccessFlags = 0;
  333. D3D10_SUBRESOURCE_DATA subResource;
  334. subResource.pSysMem = pixels;
  335. subResource.SysMemPitch = desc.Width * 4;
  336. subResource.SysMemSlicePitch = 0;
  337. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
  338. IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
  339. // Create texture view
  340. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  341. ZeroMemory(&srv_desc, sizeof(srv_desc));
  342. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  343. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  344. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  345. srv_desc.Texture2D.MostDetailedMip = 0;
  346. bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView);
  347. IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
  348. // Store identifiers
  349. tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
  350. tex->SetStatus(ImTextureStatus_OK);
  351. tex->BackendUserData = backend_tex;
  352. }
  353. else if (tex->Status == ImTextureStatus_WantUpdates)
  354. {
  355. // Update selected blocks. We only ever write to textures regions which have never been used before!
  356. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  357. ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
  358. IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
  359. for (ImTextureRect& r : tex->Updates)
  360. {
  361. D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 };
  362. bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
  363. }
  364. tex->SetStatus(ImTextureStatus_OK);
  365. }
  366. if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
  367. ImGui_ImplDX10_DestroyTexture(tex);
  368. }
  369. bool ImGui_ImplDX10_CreateDeviceObjects()
  370. {
  371. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  372. if (!bd->pd3dDevice)
  373. return false;
  374. ImGui_ImplDX10_InvalidateDeviceObjects();
  375. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  376. // If you would like to use this DX10 sample code but remove this dependency you can:
  377. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  378. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  379. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  380. // Create the vertex shader
  381. {
  382. static const char* vertexShader =
  383. "cbuffer vertexBuffer : register(b0) \
  384. {\
  385. float4x4 ProjectionMatrix; \
  386. };\
  387. struct VS_INPUT\
  388. {\
  389. float2 pos : POSITION;\
  390. float4 col : COLOR0;\
  391. float2 uv : TEXCOORD0;\
  392. };\
  393. \
  394. struct PS_INPUT\
  395. {\
  396. float4 pos : SV_POSITION;\
  397. float4 col : COLOR0;\
  398. float2 uv : TEXCOORD0;\
  399. };\
  400. \
  401. PS_INPUT main(VS_INPUT input)\
  402. {\
  403. PS_INPUT output;\
  404. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  405. output.col = input.col;\
  406. output.uv = input.uv;\
  407. return output;\
  408. }";
  409. ID3DBlob* vertexShaderBlob;
  410. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
  411. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  412. if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
  413. {
  414. vertexShaderBlob->Release();
  415. return false;
  416. }
  417. // Create the input layout
  418. D3D10_INPUT_ELEMENT_DESC local_layout[] =
  419. {
  420. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  421. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  422. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  423. };
  424. if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
  425. {
  426. vertexShaderBlob->Release();
  427. return false;
  428. }
  429. vertexShaderBlob->Release();
  430. // Create the constant buffer
  431. {
  432. D3D10_BUFFER_DESC desc = {};
  433. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
  434. desc.Usage = D3D10_USAGE_DYNAMIC;
  435. desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  436. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  437. desc.MiscFlags = 0;
  438. bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
  439. }
  440. }
  441. // Create the pixel shader
  442. {
  443. static const char* pixelShader =
  444. "struct PS_INPUT\
  445. {\
  446. float4 pos : SV_POSITION;\
  447. float4 col : COLOR0;\
  448. float2 uv : TEXCOORD0;\
  449. };\
  450. sampler sampler0;\
  451. Texture2D texture0;\
  452. \
  453. float4 main(PS_INPUT input) : SV_Target\
  454. {\
  455. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  456. return out_col; \
  457. }";
  458. ID3DBlob* pixelShaderBlob;
  459. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
  460. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  461. if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
  462. {
  463. pixelShaderBlob->Release();
  464. return false;
  465. }
  466. pixelShaderBlob->Release();
  467. }
  468. // Create the blending setup
  469. {
  470. D3D10_BLEND_DESC desc;
  471. ZeroMemory(&desc, sizeof(desc));
  472. desc.AlphaToCoverageEnable = false;
  473. desc.BlendEnable[0] = true;
  474. desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
  475. desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
  476. desc.BlendOp = D3D10_BLEND_OP_ADD;
  477. desc.SrcBlendAlpha = D3D10_BLEND_ONE;
  478. desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
  479. desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
  480. desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
  481. bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
  482. }
  483. // Create the rasterizer state
  484. {
  485. D3D10_RASTERIZER_DESC desc;
  486. ZeroMemory(&desc, sizeof(desc));
  487. desc.FillMode = D3D10_FILL_SOLID;
  488. desc.CullMode = D3D10_CULL_NONE;
  489. desc.ScissorEnable = true;
  490. desc.DepthClipEnable = true;
  491. bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
  492. }
  493. // Create depth-stencil State
  494. {
  495. D3D10_DEPTH_STENCIL_DESC desc;
  496. ZeroMemory(&desc, sizeof(desc));
  497. desc.DepthEnable = false;
  498. desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
  499. desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
  500. desc.StencilEnable = false;
  501. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
  502. desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
  503. desc.BackFace = desc.FrontFace;
  504. bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
  505. }
  506. // Create texture sampler
  507. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  508. {
  509. D3D10_SAMPLER_DESC desc;
  510. ZeroMemory(&desc, sizeof(desc));
  511. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  512. desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
  513. desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
  514. desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
  515. desc.MipLODBias = 0.f;
  516. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  517. desc.MinLOD = 0.f;
  518. desc.MaxLOD = 0.f;
  519. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear);
  520. }
  521. return true;
  522. }
  523. void ImGui_ImplDX10_InvalidateDeviceObjects()
  524. {
  525. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  526. if (!bd->pd3dDevice)
  527. return;
  528. // Destroy all textures
  529. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  530. if (tex->RefCount == 1)
  531. ImGui_ImplDX10_DestroyTexture(tex);
  532. if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; }
  533. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  534. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  535. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  536. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  537. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  538. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  539. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  540. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  541. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  542. }
  543. bool ImGui_ImplDX10_Init(ID3D10Device* device)
  544. {
  545. ImGuiIO& io = ImGui::GetIO();
  546. IMGUI_CHECKVERSION();
  547. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  548. // Setup backend capabilities flags
  549. ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
  550. io.BackendRendererUserData = (void*)bd;
  551. io.BackendRendererName = "imgui_impl_dx10";
  552. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  553. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  554. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  555. platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  556. // Get factory from device
  557. IDXGIDevice* pDXGIDevice = nullptr;
  558. IDXGIAdapter* pDXGIAdapter = nullptr;
  559. IDXGIFactory* pFactory = nullptr;
  560. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  561. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  562. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  563. {
  564. bd->pd3dDevice = device;
  565. bd->pFactory = pFactory;
  566. }
  567. if (pDXGIDevice) pDXGIDevice->Release();
  568. if (pDXGIAdapter) pDXGIAdapter->Release();
  569. bd->pd3dDevice->AddRef();
  570. return true;
  571. }
  572. void ImGui_ImplDX10_Shutdown()
  573. {
  574. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  575. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  576. ImGuiIO& io = ImGui::GetIO();
  577. ImGui_ImplDX10_InvalidateDeviceObjects();
  578. if (bd->pFactory) { bd->pFactory->Release(); }
  579. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  580. io.BackendRendererName = nullptr;
  581. io.BackendRendererUserData = nullptr;
  582. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  583. IM_DELETE(bd);
  584. }
  585. void ImGui_ImplDX10_NewFrame()
  586. {
  587. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  588. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
  589. if (!bd->pVertexShader)
  590. if (!ImGui_ImplDX10_CreateDeviceObjects())
  591. IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
  592. }
  593. //-----------------------------------------------------------------------------
  594. #endif // #ifndef IMGUI_DISABLE