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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  6. // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.
  7. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  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-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  18. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  19. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
  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. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  23. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  24. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  25. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  26. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  27. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  28. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  29. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  30. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  31. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  32. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  33. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  34. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  35. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  36. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  37. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  38. #include "imgui.h"
  39. #ifndef IMGUI_DISABLE
  40. #include "imgui_impl_dx9.h"
  41. // DirectX
  42. #include <d3d9.h>
  43. // DirectX data
  44. struct ImGui_ImplDX9_Data
  45. {
  46. LPDIRECT3DDEVICE9 pd3dDevice;
  47. LPDIRECT3DVERTEXBUFFER9 pVB;
  48. LPDIRECT3DINDEXBUFFER9 pIB;
  49. LPDIRECT3DTEXTURE9 FontTexture;
  50. int VertexBufferSize;
  51. int IndexBufferSize;
  52. bool HasRgbaSupport;
  53. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  54. };
  55. struct CUSTOMVERTEX
  56. {
  57. float pos[3];
  58. D3DCOLOR col;
  59. float uv[2];
  60. };
  61. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  62. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  63. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  64. #else
  65. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  66. #endif
  67. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  68. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  69. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  70. {
  71. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  72. }
  73. // Forward Declarations
  74. static void ImGui_ImplDX9_InitMultiViewportSupport();
  75. static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
  76. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  77. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  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. // Create and grow buffers if needed
  156. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  157. {
  158. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  159. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  160. if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  161. return;
  162. }
  163. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  164. {
  165. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  166. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  167. if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  168. return;
  169. }
  170. // Backup the DX9 state
  171. IDirect3DStateBlock9* state_block = nullptr;
  172. if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
  173. return;
  174. if (state_block->Capture() < 0)
  175. {
  176. state_block->Release();
  177. return;
  178. }
  179. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  180. D3DMATRIX last_world, last_view, last_projection;
  181. device->GetTransform(D3DTS_WORLD, &last_world);
  182. device->GetTransform(D3DTS_VIEW, &last_view);
  183. device->GetTransform(D3DTS_PROJECTION, &last_projection);
  184. // Allocate buffers
  185. CUSTOMVERTEX* vtx_dst;
  186. ImDrawIdx* idx_dst;
  187. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  188. {
  189. state_block->Release();
  190. return;
  191. }
  192. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  193. {
  194. bd->pVB->Unlock();
  195. state_block->Release();
  196. return;
  197. }
  198. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  199. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  200. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  201. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  202. for (int n = 0; n < draw_data->CmdListsCount; n++)
  203. {
  204. const ImDrawList* draw_list = draw_data->CmdLists[n];
  205. const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
  206. for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
  207. {
  208. vtx_dst->pos[0] = vtx_src->pos.x;
  209. vtx_dst->pos[1] = vtx_src->pos.y;
  210. vtx_dst->pos[2] = 0.0f;
  211. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  212. vtx_dst->uv[0] = vtx_src->uv.x;
  213. vtx_dst->uv[1] = vtx_src->uv.y;
  214. vtx_dst++;
  215. vtx_src++;
  216. }
  217. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  218. idx_dst += draw_list->IdxBuffer.Size;
  219. }
  220. bd->pVB->Unlock();
  221. bd->pIB->Unlock();
  222. device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  223. device->SetIndices(bd->pIB);
  224. device->SetFVF(D3DFVF_CUSTOMVERTEX);
  225. // Setup desired DX state
  226. ImGui_ImplDX9_SetupRenderState(draw_data);
  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_ImplDX9_SetupRenderState(draw_data);
  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 RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  256. device->SetScissorRect(&r);
  257. // Bind texture, Draw
  258. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  259. device->SetTexture(0, texture);
  260. device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  261. }
  262. }
  263. global_idx_offset += draw_list->IdxBuffer.Size;
  264. global_vtx_offset += draw_list->VtxBuffer.Size;
  265. }
  266. // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
  267. // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
  268. if (global_vtx_offset == 0)
  269. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
  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_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  306. bd->pd3dDevice = device;
  307. bd->pd3dDevice->AddRef();
  308. bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  309. ImGui_ImplDX9_InitMultiViewportSupport();
  310. return true;
  311. }
  312. void ImGui_ImplDX9_Shutdown()
  313. {
  314. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  315. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  316. ImGuiIO& io = ImGui::GetIO();
  317. ImGui_ImplDX9_ShutdownMultiViewportSupport();
  318. ImGui_ImplDX9_InvalidateDeviceObjects();
  319. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  320. io.BackendRendererName = nullptr;
  321. io.BackendRendererUserData = nullptr;
  322. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
  323. IM_DELETE(bd);
  324. }
  325. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  326. static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
  327. {
  328. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  329. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  330. const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
  331. #else
  332. const bool convert_rgba_to_bgra = false;
  333. IM_UNUSED(tex_use_colors);
  334. #endif
  335. for (int y = 0; y < h; y++)
  336. {
  337. ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y);
  338. ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y);
  339. if (convert_rgba_to_bgra)
  340. for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
  341. *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
  342. else
  343. memcpy(dst_p, src_p, w * 4); // Raw copy
  344. }
  345. }
  346. static bool ImGui_ImplDX9_CreateFontsTexture()
  347. {
  348. // Build texture atlas
  349. ImGuiIO& io = ImGui::GetIO();
  350. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  351. unsigned char* pixels;
  352. int width, height, bytes_per_pixel;
  353. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  354. // Upload texture to graphics system
  355. bd->FontTexture = nullptr;
  356. if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
  357. return false;
  358. D3DLOCKED_RECT tex_locked_rect;
  359. if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
  360. return false;
  361. ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height);
  362. bd->FontTexture->UnlockRect(0);
  363. // Store our identifier
  364. io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
  365. return true;
  366. }
  367. bool ImGui_ImplDX9_CreateDeviceObjects()
  368. {
  369. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  370. if (!bd || !bd->pd3dDevice)
  371. return false;
  372. if (!ImGui_ImplDX9_CreateFontsTexture())
  373. return false;
  374. ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  375. return true;
  376. }
  377. void ImGui_ImplDX9_InvalidateDeviceObjects()
  378. {
  379. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  380. if (!bd || !bd->pd3dDevice)
  381. return;
  382. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  383. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  384. 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.
  385. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  386. }
  387. void ImGui_ImplDX9_NewFrame()
  388. {
  389. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  390. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
  391. if (!bd->FontTexture)
  392. ImGui_ImplDX9_CreateDeviceObjects();
  393. }
  394. //--------------------------------------------------------------------------------------------------------
  395. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  396. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  397. // 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..
  398. //--------------------------------------------------------------------------------------------------------
  399. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  400. struct ImGui_ImplDX9_ViewportData
  401. {
  402. IDirect3DSwapChain9* SwapChain;
  403. D3DPRESENT_PARAMETERS d3dpp;
  404. ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
  405. ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
  406. };
  407. static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
  408. {
  409. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  410. ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
  411. viewport->RendererUserData = vd;
  412. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
  413. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  414. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  415. IM_ASSERT(hwnd != 0);
  416. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  417. vd->d3dpp.Windowed = TRUE;
  418. vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  419. vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
  420. vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
  421. vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  422. vd->d3dpp.hDeviceWindow = hwnd;
  423. vd->d3dpp.EnableAutoDepthStencil = FALSE;
  424. vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  425. vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
  426. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  427. IM_ASSERT(hr == D3D_OK);
  428. IM_ASSERT(vd->SwapChain != nullptr);
  429. }
  430. static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
  431. {
  432. // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
  433. if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
  434. {
  435. if (vd->SwapChain)
  436. vd->SwapChain->Release();
  437. vd->SwapChain = nullptr;
  438. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  439. IM_DELETE(vd);
  440. }
  441. viewport->RendererUserData = nullptr;
  442. }
  443. static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  444. {
  445. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  446. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  447. if (vd->SwapChain)
  448. {
  449. vd->SwapChain->Release();
  450. vd->SwapChain = nullptr;
  451. vd->d3dpp.BackBufferWidth = (UINT)size.x;
  452. vd->d3dpp.BackBufferHeight = (UINT)size.y;
  453. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  454. IM_ASSERT(hr == D3D_OK);
  455. }
  456. }
  457. static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
  458. {
  459. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  460. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  461. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  462. LPDIRECT3DSURFACE9 render_target = nullptr;
  463. LPDIRECT3DSURFACE9 last_render_target = nullptr;
  464. LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
  465. vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
  466. bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
  467. bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
  468. bd->pd3dDevice->SetRenderTarget(0, render_target);
  469. bd->pd3dDevice->SetDepthStencilSurface(nullptr);
  470. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  471. {
  472. 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));
  473. bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
  474. }
  475. ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
  476. // Restore render target
  477. bd->pd3dDevice->SetRenderTarget(0, last_render_target);
  478. bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
  479. render_target->Release();
  480. last_render_target->Release();
  481. if (last_depth_stencil) last_depth_stencil->Release();
  482. }
  483. static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
  484. {
  485. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  486. HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
  487. // Let main application handle D3DERR_DEVICELOST by resetting the device.
  488. IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
  489. }
  490. static void ImGui_ImplDX9_InitMultiViewportSupport()
  491. {
  492. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  493. platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
  494. platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
  495. platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
  496. platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
  497. platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
  498. }
  499. static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
  500. {
  501. ImGui::DestroyPlatformWindows();
  502. }
  503. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
  504. {
  505. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  506. for (int i = 1; i < platform_io.Viewports.Size; i++)
  507. if (!platform_io.Viewports[i]->RendererUserData)
  508. ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
  509. }
  510. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
  511. {
  512. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  513. for (int i = 1; i < platform_io.Viewports.Size; i++)
  514. if (platform_io.Viewports[i]->RendererUserData)
  515. ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
  516. }
  517. //-----------------------------------------------------------------------------
  518. #endif // #ifndef IMGUI_DISABLE