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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  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. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  17. // 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.
  18. // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  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. // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  22. // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
  23. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
  24. // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  25. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  26. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  27. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  28. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
  29. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
  30. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  31. // 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.
  32. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
  33. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  34. // 2016-05-07: DirectX10: Disabling depth-write.
  35. #include "imgui.h"
  36. #ifndef IMGUI_DISABLE
  37. #include "imgui_impl_dx10.h"
  38. // DirectX
  39. #include <stdio.h>
  40. #include <d3d10_1.h>
  41. #include <d3d10.h>
  42. #include <d3dcompiler.h>
  43. #ifdef _MSC_VER
  44. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  45. #endif
  46. // DirectX10 data
  47. struct ImGui_ImplDX10_Data
  48. {
  49. ID3D10Device* pd3dDevice;
  50. IDXGIFactory* pFactory;
  51. ID3D10Buffer* pVB;
  52. ID3D10Buffer* pIB;
  53. ID3D10VertexShader* pVertexShader;
  54. ID3D10InputLayout* pInputLayout;
  55. ID3D10Buffer* pVertexConstantBuffer;
  56. ID3D10PixelShader* pPixelShader;
  57. ID3D10SamplerState* pFontSampler;
  58. ID3D10ShaderResourceView* pFontTextureView;
  59. ID3D10RasterizerState* pRasterizerState;
  60. ID3D10BlendState* pBlendState;
  61. ID3D10DepthStencilState* pDepthStencilState;
  62. int VertexBufferSize;
  63. int IndexBufferSize;
  64. ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  65. };
  66. struct VERTEX_CONSTANT_BUFFER_DX10
  67. {
  68. float mvp[4][4];
  69. };
  70. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  71. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  72. static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
  73. {
  74. return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  75. }
  76. // Forward Declarations
  77. static void ImGui_ImplDX10_InitMultiViewportSupport();
  78. static void ImGui_ImplDX10_ShutdownMultiViewportSupport();
  79. // Functions
  80. static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
  81. {
  82. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  83. // Setup viewport
  84. D3D10_VIEWPORT vp = {};
  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. // Setup orthographic projection matrix into our constant buffer
  92. // 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.
  93. void* mapped_resource;
  94. if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
  95. {
  96. VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
  97. float L = draw_data->DisplayPos.x;
  98. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  99. float T = draw_data->DisplayPos.y;
  100. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  101. float mvp[4][4] =
  102. {
  103. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  104. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  105. { 0.0f, 0.0f, 0.5f, 0.0f },
  106. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  107. };
  108. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  109. bd->pVertexConstantBuffer->Unmap();
  110. }
  111. // Setup shader and vertex buffers
  112. unsigned int stride = sizeof(ImDrawVert);
  113. unsigned int offset = 0;
  114. device->IASetInputLayout(bd->pInputLayout);
  115. device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  116. device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  117. device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  118. device->VSSetShader(bd->pVertexShader);
  119. device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  120. device->PSSetShader(bd->pPixelShader);
  121. device->PSSetSamplers(0, 1, &bd->pFontSampler);
  122. device->GSSetShader(nullptr);
  123. // Setup render state
  124. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  125. device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  126. device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  127. device->RSSetState(bd->pRasterizerState);
  128. }
  129. // Render function
  130. void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
  131. {
  132. // Avoid rendering when minimized
  133. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  134. return;
  135. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  136. ID3D10Device* device = bd->pd3dDevice;
  137. // Create and grow vertex/index buffers if needed
  138. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  139. {
  140. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  141. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  142. D3D10_BUFFER_DESC desc = {};
  143. desc.Usage = D3D10_USAGE_DYNAMIC;
  144. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  145. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  146. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  147. desc.MiscFlags = 0;
  148. if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  149. return;
  150. }
  151. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  152. {
  153. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  154. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  155. D3D10_BUFFER_DESC desc = {};
  156. desc.Usage = D3D10_USAGE_DYNAMIC;
  157. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  158. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  159. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  160. if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  161. return;
  162. }
  163. // Copy and convert all vertices into a single contiguous buffer
  164. ImDrawVert* vtx_dst = nullptr;
  165. ImDrawIdx* idx_dst = nullptr;
  166. bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  167. bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  168. for (int n = 0; n < draw_data->CmdListsCount; n++)
  169. {
  170. const ImDrawList* draw_list = draw_data->CmdLists[n];
  171. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  172. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  173. vtx_dst += draw_list->VtxBuffer.Size;
  174. idx_dst += draw_list->IdxBuffer.Size;
  175. }
  176. bd->pVB->Unmap();
  177. bd->pIB->Unmap();
  178. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  179. struct BACKUP_DX10_STATE
  180. {
  181. UINT ScissorRectsCount, ViewportsCount;
  182. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  183. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  184. ID3D10RasterizerState* RS;
  185. ID3D10BlendState* BlendState;
  186. FLOAT BlendFactor[4];
  187. UINT SampleMask;
  188. UINT StencilRef;
  189. ID3D10DepthStencilState* DepthStencilState;
  190. ID3D10ShaderResourceView* PSShaderResource;
  191. ID3D10SamplerState* PSSampler;
  192. ID3D10PixelShader* PS;
  193. ID3D10VertexShader* VS;
  194. ID3D10GeometryShader* GS;
  195. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  196. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  197. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  198. DXGI_FORMAT IndexBufferFormat;
  199. ID3D10InputLayout* InputLayout;
  200. };
  201. BACKUP_DX10_STATE old = {};
  202. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  203. device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  204. device->RSGetViewports(&old.ViewportsCount, old.Viewports);
  205. device->RSGetState(&old.RS);
  206. device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  207. device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  208. device->PSGetShaderResources(0, 1, &old.PSShaderResource);
  209. device->PSGetSamplers(0, 1, &old.PSSampler);
  210. device->PSGetShader(&old.PS);
  211. device->VSGetShader(&old.VS);
  212. device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  213. device->GSGetShader(&old.GS);
  214. device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  215. device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  216. device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  217. device->IAGetInputLayout(&old.InputLayout);
  218. // Setup desired DX state
  219. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  220. // Setup render state structure (for callbacks and custom texture bindings)
  221. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  222. ImGui_ImplDX10_RenderState render_state;
  223. render_state.Device = bd->pd3dDevice;
  224. render_state.SamplerDefault = bd->pFontSampler;
  225. render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
  226. platform_io.Renderer_RenderState = &render_state;
  227. // Render command lists
  228. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  229. int global_vtx_offset = 0;
  230. int global_idx_offset = 0;
  231. ImVec2 clip_off = draw_data->DisplayPos;
  232. for (int n = 0; n < draw_data->CmdListsCount; n++)
  233. {
  234. const ImDrawList* draw_list = draw_data->CmdLists[n];
  235. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  236. {
  237. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  238. if (pcmd->UserCallback != nullptr)
  239. {
  240. // User callback, registered via ImDrawList::AddCallback()
  241. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  242. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  243. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  244. else
  245. pcmd->UserCallback(draw_list, pcmd);
  246. }
  247. else
  248. {
  249. // Project scissor/clipping rectangles into framebuffer space
  250. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  251. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  252. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  253. continue;
  254. // Apply scissor/clipping rectangle
  255. const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  256. device->RSSetScissorRects(1, &r);
  257. // Bind texture, Draw
  258. ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
  259. device->PSSetShaderResources(0, 1, &texture_srv);
  260. device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  261. }
  262. }
  263. global_idx_offset += draw_list->IdxBuffer.Size;
  264. global_vtx_offset += draw_list->VtxBuffer.Size;
  265. }
  266. platform_io.Renderer_RenderState = nullptr;
  267. // Restore modified DX state
  268. device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  269. device->RSSetViewports(old.ViewportsCount, old.Viewports);
  270. device->RSSetState(old.RS); if (old.RS) old.RS->Release();
  271. device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  272. device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  273. device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  274. device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  275. device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  276. device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  277. device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
  278. device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  279. device->IASetPrimitiveTopology(old.PrimitiveTopology);
  280. device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  281. device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  282. device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  283. }
  284. static void ImGui_ImplDX10_CreateFontsTexture()
  285. {
  286. // Build texture atlas
  287. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  288. ImGuiIO& io = ImGui::GetIO();
  289. unsigned char* pixels;
  290. int width, height;
  291. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  292. // Upload texture to graphics system
  293. {
  294. D3D10_TEXTURE2D_DESC desc;
  295. ZeroMemory(&desc, sizeof(desc));
  296. desc.Width = width;
  297. desc.Height = height;
  298. desc.MipLevels = 1;
  299. desc.ArraySize = 1;
  300. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  301. desc.SampleDesc.Count = 1;
  302. desc.Usage = D3D10_USAGE_DEFAULT;
  303. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  304. desc.CPUAccessFlags = 0;
  305. ID3D10Texture2D* pTexture = nullptr;
  306. D3D10_SUBRESOURCE_DATA subResource;
  307. subResource.pSysMem = pixels;
  308. subResource.SysMemPitch = desc.Width * 4;
  309. subResource.SysMemSlicePitch = 0;
  310. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  311. IM_ASSERT(pTexture != nullptr);
  312. // Create texture view
  313. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  314. ZeroMemory(&srv_desc, sizeof(srv_desc));
  315. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  316. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  317. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  318. srv_desc.Texture2D.MostDetailedMip = 0;
  319. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
  320. pTexture->Release();
  321. }
  322. // Store our identifier
  323. io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
  324. }
  325. static void ImGui_ImplDX10_DestroyFontsTexture()
  326. {
  327. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  328. if (bd->pFontTextureView)
  329. {
  330. bd->pFontTextureView->Release();
  331. bd->pFontTextureView = nullptr;
  332. ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  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. // Create texture sampler
  474. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  475. {
  476. D3D10_SAMPLER_DESC desc;
  477. ZeroMemory(&desc, sizeof(desc));
  478. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  479. desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
  480. desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
  481. desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
  482. desc.MipLODBias = 0.f;
  483. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  484. desc.MinLOD = 0.f;
  485. desc.MaxLOD = 0.f;
  486. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
  487. }
  488. ImGui_ImplDX10_CreateFontsTexture();
  489. return true;
  490. }
  491. void ImGui_ImplDX10_InvalidateDeviceObjects()
  492. {
  493. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  494. if (!bd->pd3dDevice)
  495. return;
  496. ImGui_ImplDX10_DestroyFontsTexture();
  497. if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
  498. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  499. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  500. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  501. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  502. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  503. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  504. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  505. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  506. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  507. }
  508. bool ImGui_ImplDX10_Init(ID3D10Device* device)
  509. {
  510. ImGuiIO& io = ImGui::GetIO();
  511. IMGUI_CHECKVERSION();
  512. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  513. // Setup backend capabilities flags
  514. ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
  515. io.BackendRendererUserData = (void*)bd;
  516. io.BackendRendererName = "imgui_impl_dx10";
  517. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  518. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  519. // Get factory from device
  520. IDXGIDevice* pDXGIDevice = nullptr;
  521. IDXGIAdapter* pDXGIAdapter = nullptr;
  522. IDXGIFactory* pFactory = nullptr;
  523. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  524. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  525. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  526. {
  527. bd->pd3dDevice = device;
  528. bd->pFactory = pFactory;
  529. }
  530. if (pDXGIDevice) pDXGIDevice->Release();
  531. if (pDXGIAdapter) pDXGIAdapter->Release();
  532. bd->pd3dDevice->AddRef();
  533. ImGui_ImplDX10_InitMultiViewportSupport();
  534. return true;
  535. }
  536. void ImGui_ImplDX10_Shutdown()
  537. {
  538. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  539. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  540. ImGuiIO& io = ImGui::GetIO();
  541. ImGui_ImplDX10_ShutdownMultiViewportSupport();
  542. ImGui_ImplDX10_InvalidateDeviceObjects();
  543. if (bd->pFactory) { bd->pFactory->Release(); }
  544. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  545. io.BackendRendererName = nullptr;
  546. io.BackendRendererUserData = nullptr;
  547. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
  548. IM_DELETE(bd);
  549. }
  550. void ImGui_ImplDX10_NewFrame()
  551. {
  552. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  553. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
  554. if (!bd->pVertexShader)
  555. ImGui_ImplDX10_CreateDeviceObjects();
  556. }
  557. //--------------------------------------------------------------------------------------------------------
  558. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  559. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  560. // 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..
  561. //--------------------------------------------------------------------------------------------------------
  562. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  563. struct ImGui_ImplDX10_ViewportData
  564. {
  565. IDXGISwapChain* SwapChain;
  566. ID3D10RenderTargetView* RTView;
  567. ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; }
  568. ~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); }
  569. };
  570. static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport)
  571. {
  572. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  573. ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)();
  574. viewport->RendererUserData = vd;
  575. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
  576. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  577. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  578. IM_ASSERT(hwnd != 0);
  579. // Create swap chain
  580. DXGI_SWAP_CHAIN_DESC sd;
  581. ZeroMemory(&sd, sizeof(sd));
  582. sd.BufferDesc.Width = (UINT)viewport->Size.x;
  583. sd.BufferDesc.Height = (UINT)viewport->Size.y;
  584. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  585. sd.SampleDesc.Count = 1;
  586. sd.SampleDesc.Quality = 0;
  587. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  588. sd.BufferCount = 1;
  589. sd.OutputWindow = hwnd;
  590. sd.Windowed = TRUE;
  591. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  592. sd.Flags = 0;
  593. IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr);
  594. bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
  595. // Create the render target
  596. if (vd->SwapChain)
  597. {
  598. ID3D10Texture2D* pBackBuffer;
  599. vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  600. bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
  601. pBackBuffer->Release();
  602. }
  603. }
  604. static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport)
  605. {
  606. // The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it.
  607. if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData)
  608. {
  609. if (vd->SwapChain)
  610. vd->SwapChain->Release();
  611. vd->SwapChain = nullptr;
  612. if (vd->RTView)
  613. vd->RTView->Release();
  614. vd->RTView = nullptr;
  615. IM_DELETE(vd);
  616. }
  617. viewport->RendererUserData = nullptr;
  618. }
  619. static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  620. {
  621. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  622. ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
  623. if (vd->RTView)
  624. {
  625. vd->RTView->Release();
  626. vd->RTView = nullptr;
  627. }
  628. if (vd->SwapChain)
  629. {
  630. ID3D10Texture2D* pBackBuffer = nullptr;
  631. vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
  632. vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
  633. if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; }
  634. bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView);
  635. pBackBuffer->Release();
  636. }
  637. }
  638. static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*)
  639. {
  640. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  641. ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
  642. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  643. bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr);
  644. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  645. bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
  646. ImGui_ImplDX10_RenderDrawData(viewport->DrawData);
  647. }
  648. static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*)
  649. {
  650. ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData;
  651. vd->SwapChain->Present(0, 0); // Present without vsync
  652. }
  653. void ImGui_ImplDX10_InitMultiViewportSupport()
  654. {
  655. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  656. platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow;
  657. platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow;
  658. platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize;
  659. platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport;
  660. platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers;
  661. }
  662. void ImGui_ImplDX10_ShutdownMultiViewportSupport()
  663. {
  664. ImGui::DestroyPlatformWindows();
  665. }
  666. //-----------------------------------------------------------------------------
  667. #endif // #ifndef IMGUI_DISABLE