imgui_impl_dx9.cpp 30 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. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  9. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  10. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  11. // Learn about Dear ImGui:
  12. // - FAQ https://dearimgui.com/faq
  13. // - Getting Started https://dearimgui.com/getting-started
  14. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  15. // - Introduction, links and more at the top of imgui.cpp
  16. // CHANGELOG
  17. // (minor and older changes stripped away, please see git history for details)
  18. // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  19. // 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
  20. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  21. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
  22. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  23. // 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).
  24. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  25. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  26. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  27. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  28. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  29. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  30. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  31. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  32. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  33. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  34. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  35. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  36. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  37. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  38. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  39. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  40. #include "imgui.h"
  41. #ifndef IMGUI_DISABLE
  42. #include "imgui_impl_dx9.h"
  43. // DirectX
  44. #include <d3d9.h>
  45. // Clang/GCC warnings with -Weverything
  46. #if defined(__clang__)
  47. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
  48. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  49. #endif
  50. // DirectX data
  51. struct ImGui_ImplDX9_Data
  52. {
  53. LPDIRECT3DDEVICE9 pd3dDevice;
  54. LPDIRECT3DVERTEXBUFFER9 pVB;
  55. LPDIRECT3DINDEXBUFFER9 pIB;
  56. int VertexBufferSize;
  57. int IndexBufferSize;
  58. bool HasRgbaSupport;
  59. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  60. };
  61. struct CUSTOMVERTEX
  62. {
  63. float pos[3];
  64. D3DCOLOR col;
  65. float uv[2];
  66. };
  67. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  68. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  69. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  70. #else
  71. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  72. #endif
  73. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  74. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  75. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  76. {
  77. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  78. }
  79. // Forward Declarations
  80. static void ImGui_ImplDX9_InitMultiViewportSupport();
  81. static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
  82. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  83. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  84. // Functions
  85. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  86. {
  87. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  88. // Setup viewport
  89. D3DVIEWPORT9 vp;
  90. vp.X = vp.Y = 0;
  91. vp.Width = (DWORD)draw_data->DisplaySize.x;
  92. vp.Height = (DWORD)draw_data->DisplaySize.y;
  93. vp.MinZ = 0.0f;
  94. vp.MaxZ = 1.0f;
  95. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  96. device->SetViewport(&vp);
  97. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  98. device->SetPixelShader(nullptr);
  99. device->SetVertexShader(nullptr);
  100. device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  101. device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  102. device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  103. device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  104. device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  105. device->SetRenderState(D3DRS_ZENABLE, FALSE);
  106. device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  107. device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  108. device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  109. device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  110. device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  111. device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  112. device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  113. device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  114. device->SetRenderState(D3DRS_FOGENABLE, FALSE);
  115. device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  116. device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  117. device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  118. device->SetRenderState(D3DRS_CLIPPING, TRUE);
  119. device->SetRenderState(D3DRS_LIGHTING, FALSE);
  120. device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  121. device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  122. device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  123. device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  124. device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  125. device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  126. device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  127. device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  128. device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  129. device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  130. device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
  131. device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
  132. // Setup orthographic projection matrix
  133. // 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.
  134. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  135. {
  136. float L = draw_data->DisplayPos.x + 0.5f;
  137. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  138. float T = draw_data->DisplayPos.y + 0.5f;
  139. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  140. 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 } } };
  141. D3DMATRIX mat_projection =
  142. { { {
  143. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  144. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  145. 0.0f, 0.0f, 0.5f, 0.0f,
  146. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  147. } } };
  148. device->SetTransform(D3DTS_WORLD, &mat_identity);
  149. device->SetTransform(D3DTS_VIEW, &mat_identity);
  150. device->SetTransform(D3DTS_PROJECTION, &mat_projection);
  151. }
  152. }
  153. // Render function.
  154. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  155. {
  156. // Avoid rendering when minimized
  157. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  158. return;
  159. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  160. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  161. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  162. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  163. if (draw_data->Textures != nullptr)
  164. for (ImTextureData* tex : *draw_data->Textures)
  165. if (tex->Status != ImTextureStatus_OK)
  166. ImGui_ImplDX9_UpdateTexture(tex);
  167. // Create and grow buffers if needed
  168. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  169. {
  170. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  171. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  172. if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  173. return;
  174. }
  175. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  176. {
  177. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  178. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  179. if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  180. return;
  181. }
  182. // Backup the DX9 state
  183. IDirect3DStateBlock9* state_block = nullptr;
  184. if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
  185. return;
  186. if (state_block->Capture() < 0)
  187. {
  188. state_block->Release();
  189. return;
  190. }
  191. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  192. D3DMATRIX last_world, last_view, last_projection;
  193. device->GetTransform(D3DTS_WORLD, &last_world);
  194. device->GetTransform(D3DTS_VIEW, &last_view);
  195. device->GetTransform(D3DTS_PROJECTION, &last_projection);
  196. // Allocate buffers
  197. CUSTOMVERTEX* vtx_dst;
  198. ImDrawIdx* idx_dst;
  199. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  200. {
  201. state_block->Release();
  202. return;
  203. }
  204. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  205. {
  206. bd->pVB->Unlock();
  207. state_block->Release();
  208. return;
  209. }
  210. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  211. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  212. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  213. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  214. for (int n = 0; n < draw_data->CmdListsCount; n++)
  215. {
  216. const ImDrawList* draw_list = draw_data->CmdLists[n];
  217. const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
  218. for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
  219. {
  220. vtx_dst->pos[0] = vtx_src->pos.x;
  221. vtx_dst->pos[1] = vtx_src->pos.y;
  222. vtx_dst->pos[2] = 0.0f;
  223. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  224. vtx_dst->uv[0] = vtx_src->uv.x;
  225. vtx_dst->uv[1] = vtx_src->uv.y;
  226. vtx_dst++;
  227. vtx_src++;
  228. }
  229. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  230. idx_dst += draw_list->IdxBuffer.Size;
  231. }
  232. bd->pVB->Unlock();
  233. bd->pIB->Unlock();
  234. device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  235. device->SetIndices(bd->pIB);
  236. device->SetFVF(D3DFVF_CUSTOMVERTEX);
  237. // Setup desired DX state
  238. ImGui_ImplDX9_SetupRenderState(draw_data);
  239. // Render command lists
  240. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  241. int global_vtx_offset = 0;
  242. int global_idx_offset = 0;
  243. ImVec2 clip_off = draw_data->DisplayPos;
  244. for (int n = 0; n < draw_data->CmdListsCount; n++)
  245. {
  246. const ImDrawList* draw_list = draw_data->CmdLists[n];
  247. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  248. {
  249. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  250. if (pcmd->UserCallback != nullptr)
  251. {
  252. // User callback, registered via ImDrawList::AddCallback()
  253. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  254. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  255. ImGui_ImplDX9_SetupRenderState(draw_data);
  256. else
  257. pcmd->UserCallback(draw_list, pcmd);
  258. }
  259. else
  260. {
  261. // Project scissor/clipping rectangles into framebuffer space
  262. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  263. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  264. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  265. continue;
  266. // Apply scissor/clipping rectangle
  267. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  268. device->SetScissorRect(&r);
  269. // Bind texture, Draw
  270. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  271. device->SetTexture(0, texture);
  272. device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  273. }
  274. }
  275. global_idx_offset += draw_list->IdxBuffer.Size;
  276. global_vtx_offset += draw_list->VtxBuffer.Size;
  277. }
  278. // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
  279. // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
  280. if (global_vtx_offset == 0)
  281. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
  282. // Restore the DX9 transform
  283. device->SetTransform(D3DTS_WORLD, &last_world);
  284. device->SetTransform(D3DTS_VIEW, &last_view);
  285. device->SetTransform(D3DTS_PROJECTION, &last_projection);
  286. // Restore the DX9 state
  287. state_block->Apply();
  288. state_block->Release();
  289. }
  290. static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
  291. {
  292. LPDIRECT3D9 pd3d = nullptr;
  293. if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
  294. return false;
  295. D3DDEVICE_CREATION_PARAMETERS param = {};
  296. D3DDISPLAYMODE mode = {};
  297. if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
  298. {
  299. pd3d->Release();
  300. return false;
  301. }
  302. // Font texture should support linear filter, color blend and write to render-target
  303. bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
  304. pd3d->Release();
  305. return support;
  306. }
  307. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  308. {
  309. ImGuiIO& io = ImGui::GetIO();
  310. IMGUI_CHECKVERSION();
  311. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  312. // Setup backend capabilities flags
  313. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  314. io.BackendRendererUserData = (void*)bd;
  315. io.BackendRendererName = "imgui_impl_dx9";
  316. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  317. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  318. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  319. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  320. platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
  321. bd->pd3dDevice = device;
  322. bd->pd3dDevice->AddRef();
  323. bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  324. ImGui_ImplDX9_InitMultiViewportSupport();
  325. return true;
  326. }
  327. void ImGui_ImplDX9_Shutdown()
  328. {
  329. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  330. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  331. ImGuiIO& io = ImGui::GetIO();
  332. ImGui_ImplDX9_ShutdownMultiViewportSupport();
  333. ImGui_ImplDX9_InvalidateDeviceObjects();
  334. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  335. io.BackendRendererName = nullptr;
  336. io.BackendRendererUserData = nullptr;
  337. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports);
  338. IM_DELETE(bd);
  339. }
  340. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  341. static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
  342. {
  343. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  344. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  345. const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
  346. #else
  347. const bool convert_rgba_to_bgra = false;
  348. IM_UNUSED(tex_use_colors);
  349. #endif
  350. for (int y = 0; y < h; y++)
  351. {
  352. const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
  353. ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
  354. if (convert_rgba_to_bgra)
  355. for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
  356. *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
  357. else
  358. memcpy(dst_p, src_p, w * 4); // Raw copy
  359. }
  360. }
  361. void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
  362. {
  363. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  364. if (tex->Status == ImTextureStatus_WantCreate)
  365. {
  366. // Create and upload new texture to graphics system
  367. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  368. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  369. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  370. LPDIRECT3DTEXTURE9 dx_tex = nullptr;
  371. HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
  372. if (hr < 0)
  373. {
  374. IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
  375. return;
  376. }
  377. D3DLOCKED_RECT locked_rect;
  378. if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
  379. {
  380. ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
  381. dx_tex->UnlockRect(0);
  382. }
  383. // Store identifiers
  384. tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
  385. tex->SetStatus(ImTextureStatus_OK);
  386. }
  387. else if (tex->Status == ImTextureStatus_WantUpdates)
  388. {
  389. // Update selected blocks. We only ever write to textures regions which have never been used before!
  390. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  391. LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
  392. 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) };
  393. D3DLOCKED_RECT locked_rect;
  394. if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
  395. for (ImTextureRect& r : tex->Updates)
  396. ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
  397. (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);
  398. backend_tex->UnlockRect(0);
  399. tex->SetStatus(ImTextureStatus_OK);
  400. }
  401. else if (tex->Status == ImTextureStatus_WantDestroy)
  402. {
  403. LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
  404. if (backend_tex == nullptr)
  405. return;
  406. IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
  407. backend_tex->Release();
  408. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  409. tex->SetTexID(ImTextureID_Invalid);
  410. tex->SetStatus(ImTextureStatus_Destroyed);
  411. }
  412. }
  413. bool ImGui_ImplDX9_CreateDeviceObjects()
  414. {
  415. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  416. if (!bd || !bd->pd3dDevice)
  417. return false;
  418. ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  419. return true;
  420. }
  421. void ImGui_ImplDX9_InvalidateDeviceObjects()
  422. {
  423. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  424. if (!bd || !bd->pd3dDevice)
  425. return;
  426. // Destroy all textures
  427. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  428. if (tex->RefCount == 1)
  429. {
  430. tex->SetStatus(ImTextureStatus_WantDestroy);
  431. ImGui_ImplDX9_UpdateTexture(tex);
  432. }
  433. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  434. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  435. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  436. }
  437. void ImGui_ImplDX9_NewFrame()
  438. {
  439. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  440. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
  441. IM_UNUSED(bd);
  442. }
  443. //--------------------------------------------------------------------------------------------------------
  444. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  445. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  446. // 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..
  447. //--------------------------------------------------------------------------------------------------------
  448. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  449. struct ImGui_ImplDX9_ViewportData
  450. {
  451. IDirect3DSwapChain9* SwapChain;
  452. D3DPRESENT_PARAMETERS d3dpp;
  453. ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
  454. ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
  455. };
  456. static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
  457. {
  458. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  459. ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
  460. viewport->RendererUserData = vd;
  461. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
  462. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  463. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  464. IM_ASSERT(hwnd != 0);
  465. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  466. vd->d3dpp.Windowed = TRUE;
  467. vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  468. vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
  469. vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
  470. vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  471. vd->d3dpp.hDeviceWindow = hwnd;
  472. vd->d3dpp.EnableAutoDepthStencil = FALSE;
  473. vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  474. vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
  475. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  476. IM_ASSERT(hr == D3D_OK);
  477. IM_ASSERT(vd->SwapChain != nullptr);
  478. }
  479. static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
  480. {
  481. // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
  482. if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
  483. {
  484. if (vd->SwapChain)
  485. vd->SwapChain->Release();
  486. vd->SwapChain = nullptr;
  487. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  488. IM_DELETE(vd);
  489. }
  490. viewport->RendererUserData = nullptr;
  491. }
  492. static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  493. {
  494. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  495. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  496. if (vd->SwapChain)
  497. {
  498. vd->SwapChain->Release();
  499. vd->SwapChain = nullptr;
  500. vd->d3dpp.BackBufferWidth = (UINT)size.x;
  501. vd->d3dpp.BackBufferHeight = (UINT)size.y;
  502. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  503. IM_ASSERT(hr == D3D_OK);
  504. }
  505. }
  506. static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
  507. {
  508. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  509. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  510. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  511. LPDIRECT3DSURFACE9 render_target = nullptr;
  512. LPDIRECT3DSURFACE9 last_render_target = nullptr;
  513. LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
  514. vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
  515. bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
  516. bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
  517. bd->pd3dDevice->SetRenderTarget(0, render_target);
  518. bd->pd3dDevice->SetDepthStencilSurface(nullptr);
  519. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  520. {
  521. 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));
  522. bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
  523. }
  524. ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
  525. // Restore render target
  526. bd->pd3dDevice->SetRenderTarget(0, last_render_target);
  527. bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
  528. render_target->Release();
  529. last_render_target->Release();
  530. if (last_depth_stencil) last_depth_stencil->Release();
  531. }
  532. static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
  533. {
  534. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  535. HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
  536. // Let main application handle D3DERR_DEVICELOST by resetting the device.
  537. IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
  538. }
  539. static void ImGui_ImplDX9_InitMultiViewportSupport()
  540. {
  541. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  542. platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
  543. platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
  544. platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
  545. platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
  546. platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
  547. }
  548. static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
  549. {
  550. ImGui::DestroyPlatformWindows();
  551. }
  552. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
  553. {
  554. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  555. for (int i = 1; i < platform_io.Viewports.Size; i++)
  556. if (!platform_io.Viewports[i]->RendererUserData)
  557. ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
  558. }
  559. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
  560. {
  561. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  562. for (int i = 1; i < platform_io.Viewports.Size; i++)
  563. if (platform_io.Viewports[i]->RendererUserData)
  564. ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
  565. }
  566. //-----------------------------------------------------------------------------
  567. #endif // #ifndef IMGUI_DISABLE