imgui_impl_dx9.cpp 23 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 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. // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
  8. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  9. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  10. // Learn about Dear ImGui:
  11. // - FAQ https://dearimgui.com/faq
  12. // - Getting Started https://dearimgui.com/getting-started
  13. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  14. // - Introduction, links and more at the top of imgui.cpp
  15. // CHANGELOG
  16. // (minor and older changes stripped away, please see git history for details)
  17. // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
  18. // 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
  19. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  20. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
  21. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  22. // 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).
  23. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  24. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  25. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  26. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  27. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  28. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  29. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  30. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  31. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  32. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  33. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  34. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  35. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  36. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  37. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  38. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  39. #include "imgui.h"
  40. #ifndef IMGUI_DISABLE
  41. #include "imgui_impl_dx9.h"
  42. // DirectX
  43. #include <d3d9.h>
  44. // Clang/GCC warnings with -Weverything
  45. #if defined(__clang__)
  46. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
  47. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  48. #endif
  49. // DirectX data
  50. struct ImGui_ImplDX9_Data
  51. {
  52. LPDIRECT3DDEVICE9 pd3dDevice;
  53. LPDIRECT3DVERTEXBUFFER9 pVB;
  54. LPDIRECT3DINDEXBUFFER9 pIB;
  55. int VertexBufferSize;
  56. int IndexBufferSize;
  57. bool HasRgbaSupport;
  58. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  59. };
  60. struct CUSTOMVERTEX
  61. {
  62. float pos[3];
  63. D3DCOLOR col;
  64. float uv[2];
  65. };
  66. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  67. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  68. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  69. #else
  70. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  71. #endif
  72. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  73. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  74. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  75. {
  76. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  77. }
  78. // Functions
  79. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  80. {
  81. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  82. // Setup viewport
  83. D3DVIEWPORT9 vp;
  84. vp.X = vp.Y = 0;
  85. vp.Width = (DWORD)draw_data->DisplaySize.x;
  86. vp.Height = (DWORD)draw_data->DisplaySize.y;
  87. vp.MinZ = 0.0f;
  88. vp.MaxZ = 1.0f;
  89. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  90. device->SetViewport(&vp);
  91. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  92. device->SetPixelShader(nullptr);
  93. device->SetVertexShader(nullptr);
  94. device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  95. device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  96. device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  97. device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  98. device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  99. device->SetRenderState(D3DRS_ZENABLE, FALSE);
  100. device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  101. device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  102. device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  103. device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  104. device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  105. device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  106. device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  107. device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  108. device->SetRenderState(D3DRS_FOGENABLE, FALSE);
  109. device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  110. device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  111. device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  112. device->SetRenderState(D3DRS_CLIPPING, TRUE);
  113. device->SetRenderState(D3DRS_LIGHTING, FALSE);
  114. device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  115. device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  116. device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  117. device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  118. device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  119. device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  120. device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  121. device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  122. device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  123. device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  124. device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
  125. device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
  126. // Setup orthographic projection matrix
  127. // 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.
  128. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  129. {
  130. float L = draw_data->DisplayPos.x + 0.5f;
  131. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  132. float T = draw_data->DisplayPos.y + 0.5f;
  133. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  134. 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 } } };
  135. D3DMATRIX mat_projection =
  136. { { {
  137. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  138. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  139. 0.0f, 0.0f, 0.5f, 0.0f,
  140. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  141. } } };
  142. device->SetTransform(D3DTS_WORLD, &mat_identity);
  143. device->SetTransform(D3DTS_VIEW, &mat_identity);
  144. device->SetTransform(D3DTS_PROJECTION, &mat_projection);
  145. }
  146. }
  147. // Render function.
  148. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  149. {
  150. // Avoid rendering when minimized
  151. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  152. return;
  153. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  154. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  155. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  156. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  157. if (draw_data->Textures != nullptr)
  158. for (ImTextureData* tex : *draw_data->Textures)
  159. if (tex->Status != ImTextureStatus_OK)
  160. ImGui_ImplDX9_UpdateTexture(tex);
  161. // Create and grow buffers if needed
  162. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  163. {
  164. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  165. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  166. if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  167. return;
  168. }
  169. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  170. {
  171. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  172. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  173. if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  174. return;
  175. }
  176. // Backup the DX9 state
  177. IDirect3DStateBlock9* state_block = nullptr;
  178. if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
  179. return;
  180. if (state_block->Capture() < 0)
  181. {
  182. state_block->Release();
  183. return;
  184. }
  185. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  186. D3DMATRIX last_world, last_view, last_projection;
  187. device->GetTransform(D3DTS_WORLD, &last_world);
  188. device->GetTransform(D3DTS_VIEW, &last_view);
  189. device->GetTransform(D3DTS_PROJECTION, &last_projection);
  190. // Allocate buffers
  191. CUSTOMVERTEX* vtx_dst;
  192. ImDrawIdx* idx_dst;
  193. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  194. {
  195. state_block->Release();
  196. return;
  197. }
  198. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  199. {
  200. bd->pVB->Unlock();
  201. state_block->Release();
  202. return;
  203. }
  204. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  205. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  206. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  207. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  208. for (const ImDrawList* draw_list : draw_data->CmdLists)
  209. {
  210. const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
  211. for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
  212. {
  213. vtx_dst->pos[0] = vtx_src->pos.x;
  214. vtx_dst->pos[1] = vtx_src->pos.y;
  215. vtx_dst->pos[2] = 0.0f;
  216. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  217. vtx_dst->uv[0] = vtx_src->uv.x;
  218. vtx_dst->uv[1] = vtx_src->uv.y;
  219. vtx_dst++;
  220. vtx_src++;
  221. }
  222. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  223. idx_dst += draw_list->IdxBuffer.Size;
  224. }
  225. bd->pVB->Unlock();
  226. bd->pIB->Unlock();
  227. device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  228. device->SetIndices(bd->pIB);
  229. device->SetFVF(D3DFVF_CUSTOMVERTEX);
  230. // Setup desired DX state
  231. ImGui_ImplDX9_SetupRenderState(draw_data);
  232. // Render command lists
  233. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  234. int global_vtx_offset = 0;
  235. int global_idx_offset = 0;
  236. ImVec2 clip_off = draw_data->DisplayPos;
  237. for (const ImDrawList* draw_list : draw_data->CmdLists)
  238. {
  239. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  240. {
  241. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  242. if (pcmd->UserCallback != nullptr)
  243. {
  244. // User callback, registered via ImDrawList::AddCallback()
  245. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  246. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  247. ImGui_ImplDX9_SetupRenderState(draw_data);
  248. else
  249. pcmd->UserCallback(draw_list, pcmd);
  250. }
  251. else
  252. {
  253. // Project scissor/clipping rectangles into framebuffer space
  254. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  255. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  256. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  257. continue;
  258. // Apply scissor/clipping rectangle
  259. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  260. device->SetScissorRect(&r);
  261. // Bind texture, Draw
  262. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  263. device->SetTexture(0, texture);
  264. device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  265. }
  266. }
  267. global_idx_offset += draw_list->IdxBuffer.Size;
  268. global_vtx_offset += draw_list->VtxBuffer.Size;
  269. }
  270. // Restore the DX9 transform
  271. device->SetTransform(D3DTS_WORLD, &last_world);
  272. device->SetTransform(D3DTS_VIEW, &last_view);
  273. device->SetTransform(D3DTS_PROJECTION, &last_projection);
  274. // Restore the DX9 state
  275. state_block->Apply();
  276. state_block->Release();
  277. }
  278. static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
  279. {
  280. LPDIRECT3D9 pd3d = nullptr;
  281. if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
  282. return false;
  283. D3DDEVICE_CREATION_PARAMETERS param = {};
  284. D3DDISPLAYMODE mode = {};
  285. if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
  286. {
  287. pd3d->Release();
  288. return false;
  289. }
  290. // Font texture should support linear filter, color blend and write to render-target
  291. bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
  292. pd3d->Release();
  293. return support;
  294. }
  295. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  296. {
  297. ImGuiIO& io = ImGui::GetIO();
  298. IMGUI_CHECKVERSION();
  299. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  300. // Setup backend capabilities flags
  301. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  302. io.BackendRendererUserData = (void*)bd;
  303. io.BackendRendererName = "imgui_impl_dx9";
  304. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  305. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  306. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  307. platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
  308. bd->pd3dDevice = device;
  309. bd->pd3dDevice->AddRef();
  310. bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  311. return true;
  312. }
  313. void ImGui_ImplDX9_Shutdown()
  314. {
  315. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  316. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  317. ImGuiIO& io = ImGui::GetIO();
  318. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  319. ImGui_ImplDX9_InvalidateDeviceObjects();
  320. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  321. io.BackendRendererName = nullptr;
  322. io.BackendRendererUserData = nullptr;
  323. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  324. platform_io.ClearRendererHandlers();
  325. IM_DELETE(bd);
  326. }
  327. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  328. static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
  329. {
  330. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  331. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  332. const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
  333. #else
  334. const bool convert_rgba_to_bgra = false;
  335. IM_UNUSED(tex_use_colors);
  336. #endif
  337. for (int y = 0; y < h; y++)
  338. {
  339. const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
  340. ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
  341. if (convert_rgba_to_bgra)
  342. for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
  343. *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
  344. else
  345. memcpy(dst_p, src_p, w * 4); // Raw copy
  346. }
  347. }
  348. void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
  349. {
  350. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  351. if (tex->Status == ImTextureStatus_WantCreate)
  352. {
  353. // Create and upload new texture to graphics system
  354. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  355. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  356. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  357. LPDIRECT3DTEXTURE9 dx_tex = nullptr;
  358. HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
  359. if (hr < 0)
  360. {
  361. IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
  362. return;
  363. }
  364. D3DLOCKED_RECT locked_rect;
  365. if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
  366. {
  367. ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
  368. dx_tex->UnlockRect(0);
  369. }
  370. // Store identifiers
  371. tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
  372. tex->SetStatus(ImTextureStatus_OK);
  373. }
  374. else if (tex->Status == ImTextureStatus_WantUpdates)
  375. {
  376. // Update selected blocks. We only ever write to textures regions which have never been used before!
  377. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  378. LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
  379. RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) };
  380. D3DLOCKED_RECT locked_rect;
  381. if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
  382. for (ImTextureRect& r : tex->Updates)
  383. ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
  384. (ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h);
  385. backend_tex->UnlockRect(0);
  386. tex->SetStatus(ImTextureStatus_OK);
  387. }
  388. else if (tex->Status == ImTextureStatus_WantDestroy)
  389. {
  390. if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
  391. {
  392. IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
  393. backend_tex->Release();
  394. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  395. tex->SetTexID(ImTextureID_Invalid);
  396. }
  397. tex->SetStatus(ImTextureStatus_Destroyed);
  398. }
  399. }
  400. bool ImGui_ImplDX9_CreateDeviceObjects()
  401. {
  402. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  403. if (!bd || !bd->pd3dDevice)
  404. return false;
  405. return true;
  406. }
  407. void ImGui_ImplDX9_InvalidateDeviceObjects()
  408. {
  409. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  410. if (!bd || !bd->pd3dDevice)
  411. return;
  412. // Destroy all textures
  413. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  414. if (tex->RefCount == 1)
  415. {
  416. tex->SetStatus(ImTextureStatus_WantDestroy);
  417. ImGui_ImplDX9_UpdateTexture(tex);
  418. }
  419. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  420. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  421. }
  422. void ImGui_ImplDX9_NewFrame()
  423. {
  424. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  425. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
  426. IM_UNUSED(bd);
  427. }
  428. //-----------------------------------------------------------------------------
  429. #endif // #ifndef IMGUI_DISABLE