imgui_impl_dx10.cpp 28 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. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  7. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  8. // Learn about Dear ImGui:
  9. // - FAQ https://dearimgui.com/faq
  10. // - Getting Started https://dearimgui.com/getting-started
  11. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  12. // - Introduction, links and more at the top of imgui.cpp
  13. // CHANGELOG
  14. // (minor and older changes stripped away, please see git history for details)
  15. // 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.
  16. // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  17. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  18. // 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).
  19. // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  20. // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
  21. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
  22. // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  23. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  24. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  25. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  26. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
  27. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
  28. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  29. // 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.
  30. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
  31. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  32. // 2016-05-07: DirectX10: Disabling depth-write.
  33. #include "imgui.h"
  34. #ifndef IMGUI_DISABLE
  35. #include "imgui_impl_dx10.h"
  36. // DirectX
  37. #include <stdio.h>
  38. #include <d3d10_1.h>
  39. #include <d3d10.h>
  40. #include <d3dcompiler.h>
  41. #ifdef _MSC_VER
  42. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  43. #endif
  44. // DirectX10 data
  45. struct ImGui_ImplDX10_Data
  46. {
  47. ID3D10Device* pd3dDevice;
  48. IDXGIFactory* pFactory;
  49. ID3D10Buffer* pVB;
  50. ID3D10Buffer* pIB;
  51. ID3D10VertexShader* pVertexShader;
  52. ID3D10InputLayout* pInputLayout;
  53. ID3D10Buffer* pVertexConstantBuffer;
  54. ID3D10PixelShader* pPixelShader;
  55. ID3D10SamplerState* pFontSampler;
  56. ID3D10ShaderResourceView* pFontTextureView;
  57. ID3D10RasterizerState* pRasterizerState;
  58. ID3D10BlendState* pBlendState;
  59. ID3D10DepthStencilState* pDepthStencilState;
  60. int VertexBufferSize;
  61. int IndexBufferSize;
  62. ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  63. };
  64. struct VERTEX_CONSTANT_BUFFER_DX10
  65. {
  66. float mvp[4][4];
  67. };
  68. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  69. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  70. static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
  71. {
  72. return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  73. }
  74. // Functions
  75. static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
  76. {
  77. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  78. // Setup viewport
  79. D3D10_VIEWPORT vp = {};
  80. vp.Width = (UINT)draw_data->DisplaySize.x;
  81. vp.Height = (UINT)draw_data->DisplaySize.y;
  82. vp.MinDepth = 0.0f;
  83. vp.MaxDepth = 1.0f;
  84. vp.TopLeftX = vp.TopLeftY = 0;
  85. device->RSSetViewports(1, &vp);
  86. // Setup orthographic projection matrix into our constant buffer
  87. // 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.
  88. void* mapped_resource;
  89. if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
  90. {
  91. VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
  92. float L = draw_data->DisplayPos.x;
  93. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  94. float T = draw_data->DisplayPos.y;
  95. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  96. float mvp[4][4] =
  97. {
  98. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  99. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  100. { 0.0f, 0.0f, 0.5f, 0.0f },
  101. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  102. };
  103. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  104. bd->pVertexConstantBuffer->Unmap();
  105. }
  106. // Setup shader and vertex buffers
  107. unsigned int stride = sizeof(ImDrawVert);
  108. unsigned int offset = 0;
  109. device->IASetInputLayout(bd->pInputLayout);
  110. device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  111. device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  112. device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  113. device->VSSetShader(bd->pVertexShader);
  114. device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  115. device->PSSetShader(bd->pPixelShader);
  116. device->PSSetSamplers(0, 1, &bd->pFontSampler);
  117. device->GSSetShader(nullptr);
  118. // Setup render state
  119. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  120. device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  121. device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  122. device->RSSetState(bd->pRasterizerState);
  123. }
  124. // Render function
  125. void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
  126. {
  127. // Avoid rendering when minimized
  128. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  129. return;
  130. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  131. ID3D10Device* device = bd->pd3dDevice;
  132. // Create and grow vertex/index buffers if needed
  133. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  134. {
  135. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  136. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  137. D3D10_BUFFER_DESC desc = {};
  138. desc.Usage = D3D10_USAGE_DYNAMIC;
  139. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  140. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  141. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  142. desc.MiscFlags = 0;
  143. if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  144. return;
  145. }
  146. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  147. {
  148. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  149. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  150. D3D10_BUFFER_DESC desc = {};
  151. desc.Usage = D3D10_USAGE_DYNAMIC;
  152. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  153. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  154. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  155. if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  156. return;
  157. }
  158. // Copy and convert all vertices into a single contiguous buffer
  159. ImDrawVert* vtx_dst = nullptr;
  160. ImDrawIdx* idx_dst = nullptr;
  161. bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  162. bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  163. for (int n = 0; n < draw_data->CmdListsCount; n++)
  164. {
  165. const ImDrawList* draw_list = draw_data->CmdLists[n];
  166. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  167. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  168. vtx_dst += draw_list->VtxBuffer.Size;
  169. idx_dst += draw_list->IdxBuffer.Size;
  170. }
  171. bd->pVB->Unmap();
  172. bd->pIB->Unmap();
  173. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  174. struct BACKUP_DX10_STATE
  175. {
  176. UINT ScissorRectsCount, ViewportsCount;
  177. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  178. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  179. ID3D10RasterizerState* RS;
  180. ID3D10BlendState* BlendState;
  181. FLOAT BlendFactor[4];
  182. UINT SampleMask;
  183. UINT StencilRef;
  184. ID3D10DepthStencilState* DepthStencilState;
  185. ID3D10ShaderResourceView* PSShaderResource;
  186. ID3D10SamplerState* PSSampler;
  187. ID3D10PixelShader* PS;
  188. ID3D10VertexShader* VS;
  189. ID3D10GeometryShader* GS;
  190. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  191. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  192. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  193. DXGI_FORMAT IndexBufferFormat;
  194. ID3D10InputLayout* InputLayout;
  195. };
  196. BACKUP_DX10_STATE old = {};
  197. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  198. device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  199. device->RSGetViewports(&old.ViewportsCount, old.Viewports);
  200. device->RSGetState(&old.RS);
  201. device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  202. device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  203. device->PSGetShaderResources(0, 1, &old.PSShaderResource);
  204. device->PSGetSamplers(0, 1, &old.PSSampler);
  205. device->PSGetShader(&old.PS);
  206. device->VSGetShader(&old.VS);
  207. device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  208. device->GSGetShader(&old.GS);
  209. device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  210. device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  211. device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  212. device->IAGetInputLayout(&old.InputLayout);
  213. // Setup desired DX state
  214. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  215. // Setup render state structure (for callbacks and custom texture bindings)
  216. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  217. ImGui_ImplDX10_RenderState render_state;
  218. render_state.Device = bd->pd3dDevice;
  219. render_state.SamplerDefault = bd->pFontSampler;
  220. render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
  221. platform_io.Renderer_RenderState = &render_state;
  222. // Render command lists
  223. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  224. int global_vtx_offset = 0;
  225. int global_idx_offset = 0;
  226. ImVec2 clip_off = draw_data->DisplayPos;
  227. for (int n = 0; n < draw_data->CmdListsCount; n++)
  228. {
  229. const ImDrawList* draw_list = draw_data->CmdLists[n];
  230. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  231. {
  232. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  233. if (pcmd->UserCallback != nullptr)
  234. {
  235. // User callback, registered via ImDrawList::AddCallback()
  236. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  237. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  238. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  239. else
  240. pcmd->UserCallback(draw_list, pcmd);
  241. }
  242. else
  243. {
  244. // Project scissor/clipping rectangles into framebuffer space
  245. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  246. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  247. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  248. continue;
  249. // Apply scissor/clipping rectangle
  250. const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  251. device->RSSetScissorRects(1, &r);
  252. // Bind texture, Draw
  253. ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
  254. device->PSSetShaderResources(0, 1, &texture_srv);
  255. device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  256. }
  257. }
  258. global_idx_offset += draw_list->IdxBuffer.Size;
  259. global_vtx_offset += draw_list->VtxBuffer.Size;
  260. }
  261. platform_io.Renderer_RenderState = nullptr;
  262. // Restore modified DX state
  263. device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  264. device->RSSetViewports(old.ViewportsCount, old.Viewports);
  265. device->RSSetState(old.RS); if (old.RS) old.RS->Release();
  266. device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  267. device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  268. device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  269. device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  270. device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  271. device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  272. device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
  273. device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  274. device->IASetPrimitiveTopology(old.PrimitiveTopology);
  275. device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  276. device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  277. device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  278. }
  279. static void ImGui_ImplDX10_CreateFontsTexture()
  280. {
  281. // Build texture atlas
  282. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  283. ImGuiIO& io = ImGui::GetIO();
  284. unsigned char* pixels;
  285. int width, height;
  286. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  287. // Upload texture to graphics system
  288. {
  289. D3D10_TEXTURE2D_DESC desc;
  290. ZeroMemory(&desc, sizeof(desc));
  291. desc.Width = width;
  292. desc.Height = height;
  293. desc.MipLevels = 1;
  294. desc.ArraySize = 1;
  295. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  296. desc.SampleDesc.Count = 1;
  297. desc.Usage = D3D10_USAGE_DEFAULT;
  298. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  299. desc.CPUAccessFlags = 0;
  300. ID3D10Texture2D* pTexture = nullptr;
  301. D3D10_SUBRESOURCE_DATA subResource;
  302. subResource.pSysMem = pixels;
  303. subResource.SysMemPitch = desc.Width * 4;
  304. subResource.SysMemSlicePitch = 0;
  305. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  306. IM_ASSERT(pTexture != nullptr);
  307. // Create texture view
  308. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  309. ZeroMemory(&srv_desc, sizeof(srv_desc));
  310. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  311. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  312. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  313. srv_desc.Texture2D.MostDetailedMip = 0;
  314. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
  315. pTexture->Release();
  316. }
  317. // Store our identifier
  318. io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
  319. }
  320. static void ImGui_ImplDX10_DestroyFontsTexture()
  321. {
  322. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  323. if (bd->pFontTextureView)
  324. {
  325. bd->pFontTextureView->Release();
  326. bd->pFontTextureView = nullptr;
  327. ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  328. }
  329. }
  330. bool ImGui_ImplDX10_CreateDeviceObjects()
  331. {
  332. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  333. if (!bd->pd3dDevice)
  334. return false;
  335. if (bd->pFontSampler)
  336. ImGui_ImplDX10_InvalidateDeviceObjects();
  337. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  338. // If you would like to use this DX10 sample code but remove this dependency you can:
  339. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  340. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  341. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  342. // Create the vertex shader
  343. {
  344. static const char* vertexShader =
  345. "cbuffer vertexBuffer : register(b0) \
  346. {\
  347. float4x4 ProjectionMatrix; \
  348. };\
  349. struct VS_INPUT\
  350. {\
  351. float2 pos : POSITION;\
  352. float4 col : COLOR0;\
  353. float2 uv : TEXCOORD0;\
  354. };\
  355. \
  356. struct PS_INPUT\
  357. {\
  358. float4 pos : SV_POSITION;\
  359. float4 col : COLOR0;\
  360. float2 uv : TEXCOORD0;\
  361. };\
  362. \
  363. PS_INPUT main(VS_INPUT input)\
  364. {\
  365. PS_INPUT output;\
  366. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  367. output.col = input.col;\
  368. output.uv = input.uv;\
  369. return output;\
  370. }";
  371. ID3DBlob* vertexShaderBlob;
  372. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
  373. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  374. if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
  375. {
  376. vertexShaderBlob->Release();
  377. return false;
  378. }
  379. // Create the input layout
  380. D3D10_INPUT_ELEMENT_DESC local_layout[] =
  381. {
  382. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  383. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  384. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  385. };
  386. if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
  387. {
  388. vertexShaderBlob->Release();
  389. return false;
  390. }
  391. vertexShaderBlob->Release();
  392. // Create the constant buffer
  393. {
  394. D3D10_BUFFER_DESC desc = {};
  395. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
  396. desc.Usage = D3D10_USAGE_DYNAMIC;
  397. desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  398. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  399. desc.MiscFlags = 0;
  400. bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
  401. }
  402. }
  403. // Create the pixel shader
  404. {
  405. static const char* pixelShader =
  406. "struct PS_INPUT\
  407. {\
  408. float4 pos : SV_POSITION;\
  409. float4 col : COLOR0;\
  410. float2 uv : TEXCOORD0;\
  411. };\
  412. sampler sampler0;\
  413. Texture2D texture0;\
  414. \
  415. float4 main(PS_INPUT input) : SV_Target\
  416. {\
  417. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  418. return out_col; \
  419. }";
  420. ID3DBlob* pixelShaderBlob;
  421. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
  422. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  423. if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
  424. {
  425. pixelShaderBlob->Release();
  426. return false;
  427. }
  428. pixelShaderBlob->Release();
  429. }
  430. // Create the blending setup
  431. {
  432. D3D10_BLEND_DESC desc;
  433. ZeroMemory(&desc, sizeof(desc));
  434. desc.AlphaToCoverageEnable = false;
  435. desc.BlendEnable[0] = true;
  436. desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
  437. desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
  438. desc.BlendOp = D3D10_BLEND_OP_ADD;
  439. desc.SrcBlendAlpha = D3D10_BLEND_ONE;
  440. desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
  441. desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
  442. desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
  443. bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
  444. }
  445. // Create the rasterizer state
  446. {
  447. D3D10_RASTERIZER_DESC desc;
  448. ZeroMemory(&desc, sizeof(desc));
  449. desc.FillMode = D3D10_FILL_SOLID;
  450. desc.CullMode = D3D10_CULL_NONE;
  451. desc.ScissorEnable = true;
  452. desc.DepthClipEnable = true;
  453. bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
  454. }
  455. // Create depth-stencil State
  456. {
  457. D3D10_DEPTH_STENCIL_DESC desc;
  458. ZeroMemory(&desc, sizeof(desc));
  459. desc.DepthEnable = false;
  460. desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
  461. desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
  462. desc.StencilEnable = false;
  463. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
  464. desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
  465. desc.BackFace = desc.FrontFace;
  466. bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
  467. }
  468. // Create texture sampler
  469. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  470. {
  471. D3D10_SAMPLER_DESC desc;
  472. ZeroMemory(&desc, sizeof(desc));
  473. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  474. desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
  475. desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
  476. desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
  477. desc.MipLODBias = 0.f;
  478. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  479. desc.MinLOD = 0.f;
  480. desc.MaxLOD = 0.f;
  481. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
  482. }
  483. ImGui_ImplDX10_CreateFontsTexture();
  484. return true;
  485. }
  486. void ImGui_ImplDX10_InvalidateDeviceObjects()
  487. {
  488. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  489. if (!bd->pd3dDevice)
  490. return;
  491. ImGui_ImplDX10_DestroyFontsTexture();
  492. if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
  493. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  494. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  495. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  496. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  497. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  498. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  499. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  500. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  501. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  502. }
  503. bool ImGui_ImplDX10_Init(ID3D10Device* device)
  504. {
  505. ImGuiIO& io = ImGui::GetIO();
  506. IMGUI_CHECKVERSION();
  507. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  508. // Setup backend capabilities flags
  509. ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
  510. io.BackendRendererUserData = (void*)bd;
  511. io.BackendRendererName = "imgui_impl_dx10";
  512. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  513. // Get factory from device
  514. IDXGIDevice* pDXGIDevice = nullptr;
  515. IDXGIAdapter* pDXGIAdapter = nullptr;
  516. IDXGIFactory* pFactory = nullptr;
  517. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  518. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  519. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  520. {
  521. bd->pd3dDevice = device;
  522. bd->pFactory = pFactory;
  523. }
  524. if (pDXGIDevice) pDXGIDevice->Release();
  525. if (pDXGIAdapter) pDXGIAdapter->Release();
  526. bd->pd3dDevice->AddRef();
  527. return true;
  528. }
  529. void ImGui_ImplDX10_Shutdown()
  530. {
  531. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  532. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  533. ImGuiIO& io = ImGui::GetIO();
  534. ImGui_ImplDX10_InvalidateDeviceObjects();
  535. if (bd->pFactory) { bd->pFactory->Release(); }
  536. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  537. io.BackendRendererName = nullptr;
  538. io.BackendRendererUserData = nullptr;
  539. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  540. IM_DELETE(bd);
  541. }
  542. void ImGui_ImplDX10_NewFrame()
  543. {
  544. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  545. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
  546. if (!bd->pVertexShader)
  547. ImGui_ImplDX10_CreateDeviceObjects();
  548. }
  549. //-----------------------------------------------------------------------------
  550. #endif // #ifndef IMGUI_DISABLE