imgui_impl_dx10.cpp 31 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 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. // 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. // 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
  17. // 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows).
  18. // 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.
  19. // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  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. // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  23. // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
  24. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
  25. // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  26. // 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  27. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  28. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  29. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
  30. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
  31. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  32. // 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.
  33. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
  34. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  35. // 2016-05-07: DirectX10: Disabling depth-write.
  36. #include "imgui.h"
  37. #ifndef IMGUI_DISABLE
  38. #include "imgui_impl_dx10.h"
  39. // DirectX
  40. #include <stdio.h>
  41. #include <d3d10_1.h>
  42. #include <d3d10.h>
  43. #include <d3dcompiler.h>
  44. #ifdef _MSC_VER
  45. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  46. #endif
  47. // Clang/GCC warnings with -Weverything
  48. #if defined(__clang__)
  49. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
  50. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  51. #endif
  52. // DirectX10 data
  53. struct ImGui_ImplDX10_Texture
  54. {
  55. ID3D10Texture2D* pTexture;
  56. ID3D10ShaderResourceView* pTextureView;
  57. };
  58. struct ImGui_ImplDX10_Data
  59. {
  60. ID3D10Device* pd3dDevice;
  61. IDXGIFactory* pFactory;
  62. ID3D10Buffer* pVB;
  63. ID3D10Buffer* pIB;
  64. ID3D10VertexShader* pVertexShader;
  65. ID3D10InputLayout* pInputLayout;
  66. ID3D10Buffer* pVertexConstantBuffer;
  67. ID3D10PixelShader* pPixelShader;
  68. ID3D10SamplerState* pFontSampler;
  69. ID3D10RasterizerState* pRasterizerState;
  70. ID3D10BlendState* pBlendState;
  71. ID3D10DepthStencilState* pDepthStencilState;
  72. int VertexBufferSize;
  73. int IndexBufferSize;
  74. ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  75. };
  76. struct VERTEX_CONSTANT_BUFFER_DX10
  77. {
  78. float mvp[4][4];
  79. };
  80. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  81. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  82. static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
  83. {
  84. return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  85. }
  86. // Functions
  87. static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
  88. {
  89. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  90. // Setup viewport
  91. D3D10_VIEWPORT vp = {};
  92. vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
  93. vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
  94. vp.MinDepth = 0.0f;
  95. vp.MaxDepth = 1.0f;
  96. vp.TopLeftX = vp.TopLeftY = 0;
  97. device->RSSetViewports(1, &vp);
  98. // Setup orthographic projection matrix into our constant buffer
  99. // 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.
  100. void* mapped_resource;
  101. if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
  102. {
  103. VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
  104. float L = draw_data->DisplayPos.x;
  105. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  106. float T = draw_data->DisplayPos.y;
  107. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  108. float mvp[4][4] =
  109. {
  110. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  111. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  112. { 0.0f, 0.0f, 0.5f, 0.0f },
  113. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  114. };
  115. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  116. bd->pVertexConstantBuffer->Unmap();
  117. }
  118. // Setup shader and vertex buffers
  119. unsigned int stride = sizeof(ImDrawVert);
  120. unsigned int offset = 0;
  121. device->IASetInputLayout(bd->pInputLayout);
  122. device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  123. device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  124. device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  125. device->VSSetShader(bd->pVertexShader);
  126. device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  127. device->PSSetShader(bd->pPixelShader);
  128. device->PSSetSamplers(0, 1, &bd->pFontSampler);
  129. device->GSSetShader(nullptr);
  130. // Setup render state
  131. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  132. device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  133. device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  134. device->RSSetState(bd->pRasterizerState);
  135. }
  136. // Render function
  137. void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
  138. {
  139. // Avoid rendering when minimized
  140. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  141. return;
  142. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  143. ID3D10Device* device = bd->pd3dDevice;
  144. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  145. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  146. if (draw_data->Textures != nullptr)
  147. for (ImTextureData* tex : *draw_data->Textures)
  148. if (tex->Status != ImTextureStatus_OK)
  149. ImGui_ImplDX10_UpdateTexture(tex);
  150. // Create and grow vertex/index buffers if needed
  151. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  152. {
  153. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  154. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  155. D3D10_BUFFER_DESC desc = {};
  156. desc.Usage = D3D10_USAGE_DYNAMIC;
  157. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  158. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  159. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  160. desc.MiscFlags = 0;
  161. if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  162. return;
  163. }
  164. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  165. {
  166. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  167. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  168. D3D10_BUFFER_DESC desc = {};
  169. desc.Usage = D3D10_USAGE_DYNAMIC;
  170. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  171. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  172. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  173. if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  174. return;
  175. }
  176. // Copy and convert all vertices into a single contiguous buffer
  177. ImDrawVert* vtx_dst = nullptr;
  178. ImDrawIdx* idx_dst = nullptr;
  179. bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  180. bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  181. for (int n = 0; n < draw_data->CmdListsCount; n++)
  182. {
  183. const ImDrawList* draw_list = draw_data->CmdLists[n];
  184. memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
  185. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  186. vtx_dst += draw_list->VtxBuffer.Size;
  187. idx_dst += draw_list->IdxBuffer.Size;
  188. }
  189. bd->pVB->Unmap();
  190. bd->pIB->Unmap();
  191. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  192. struct BACKUP_DX10_STATE
  193. {
  194. UINT ScissorRectsCount, ViewportsCount;
  195. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  196. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  197. ID3D10RasterizerState* RS;
  198. ID3D10BlendState* BlendState;
  199. FLOAT BlendFactor[4];
  200. UINT SampleMask;
  201. UINT StencilRef;
  202. ID3D10DepthStencilState* DepthStencilState;
  203. ID3D10ShaderResourceView* PSShaderResource;
  204. ID3D10SamplerState* PSSampler;
  205. ID3D10PixelShader* PS;
  206. ID3D10VertexShader* VS;
  207. ID3D10GeometryShader* GS;
  208. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  209. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  210. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  211. DXGI_FORMAT IndexBufferFormat;
  212. ID3D10InputLayout* InputLayout;
  213. };
  214. BACKUP_DX10_STATE old = {};
  215. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  216. device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  217. device->RSGetViewports(&old.ViewportsCount, old.Viewports);
  218. device->RSGetState(&old.RS);
  219. device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  220. device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  221. device->PSGetShaderResources(0, 1, &old.PSShaderResource);
  222. device->PSGetSamplers(0, 1, &old.PSSampler);
  223. device->PSGetShader(&old.PS);
  224. device->VSGetShader(&old.VS);
  225. device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  226. device->GSGetShader(&old.GS);
  227. device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  228. device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  229. device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  230. device->IAGetInputLayout(&old.InputLayout);
  231. // Setup desired DX state
  232. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  233. // Setup render state structure (for callbacks and custom texture bindings)
  234. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  235. ImGui_ImplDX10_RenderState render_state;
  236. render_state.Device = bd->pd3dDevice;
  237. render_state.SamplerDefault = bd->pFontSampler;
  238. render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
  239. platform_io.Renderer_RenderState = &render_state;
  240. // Render command lists
  241. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  242. int global_vtx_offset = 0;
  243. int global_idx_offset = 0;
  244. ImVec2 clip_off = draw_data->DisplayPos;
  245. ImVec2 clip_scale = draw_data->FramebufferScale;
  246. for (int n = 0; n < draw_data->CmdListsCount; n++)
  247. {
  248. const ImDrawList* draw_list = draw_data->CmdLists[n];
  249. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  250. {
  251. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  252. if (pcmd->UserCallback != nullptr)
  253. {
  254. // User callback, registered via ImDrawList::AddCallback()
  255. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  256. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  257. ImGui_ImplDX10_SetupRenderState(draw_data, device);
  258. else
  259. pcmd->UserCallback(draw_list, pcmd);
  260. }
  261. else
  262. {
  263. // Project scissor/clipping rectangles into framebuffer space
  264. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  265. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  266. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  267. continue;
  268. // Apply scissor/clipping rectangle
  269. const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  270. device->RSSetScissorRects(1, &r);
  271. // Bind texture, Draw
  272. ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
  273. device->PSSetShaderResources(0, 1, &texture_srv);
  274. device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  275. }
  276. }
  277. global_idx_offset += draw_list->IdxBuffer.Size;
  278. global_vtx_offset += draw_list->VtxBuffer.Size;
  279. }
  280. platform_io.Renderer_RenderState = nullptr;
  281. // Restore modified DX state
  282. device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  283. device->RSSetViewports(old.ViewportsCount, old.Viewports);
  284. device->RSSetState(old.RS); if (old.RS) old.RS->Release();
  285. device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  286. device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  287. device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  288. device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  289. device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  290. device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  291. device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
  292. device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  293. device->IASetPrimitiveTopology(old.PrimitiveTopology);
  294. device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  295. device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  296. device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  297. }
  298. static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex)
  299. {
  300. ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
  301. if (backend_tex == nullptr)
  302. return;
  303. IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
  304. backend_tex->pTexture->Release();
  305. backend_tex->pTextureView->Release();
  306. IM_DELETE(backend_tex);
  307. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  308. tex->SetTexID(ImTextureID_Invalid);
  309. tex->SetStatus(ImTextureStatus_Destroyed);
  310. tex->BackendUserData = nullptr;
  311. }
  312. void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex)
  313. {
  314. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  315. if (tex->Status == ImTextureStatus_WantCreate)
  316. {
  317. // Create and upload new texture to graphics system
  318. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  319. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  320. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  321. unsigned int* pixels = (unsigned int*)tex->GetPixels();
  322. ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)();
  323. // Create texture
  324. D3D10_TEXTURE2D_DESC desc;
  325. ZeroMemory(&desc, sizeof(desc));
  326. desc.Width = (UINT)tex->Width;
  327. desc.Height = (UINT)tex->Height;
  328. desc.MipLevels = 1;
  329. desc.ArraySize = 1;
  330. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  331. desc.SampleDesc.Count = 1;
  332. desc.Usage = D3D10_USAGE_DEFAULT;
  333. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  334. desc.CPUAccessFlags = 0;
  335. D3D10_SUBRESOURCE_DATA subResource;
  336. subResource.pSysMem = pixels;
  337. subResource.SysMemPitch = desc.Width * 4;
  338. subResource.SysMemSlicePitch = 0;
  339. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture);
  340. IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!");
  341. // Create texture view
  342. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  343. ZeroMemory(&srv_desc, sizeof(srv_desc));
  344. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  345. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  346. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  347. srv_desc.Texture2D.MostDetailedMip = 0;
  348. bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView);
  349. IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!");
  350. // Store identifiers
  351. tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView);
  352. tex->SetStatus(ImTextureStatus_OK);
  353. tex->BackendUserData = backend_tex;
  354. }
  355. else if (tex->Status == ImTextureStatus_WantUpdates)
  356. {
  357. // Update selected blocks. We only ever write to textures regions which have never been used before!
  358. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  359. ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData;
  360. IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID);
  361. for (ImTextureRect& r : tex->Updates)
  362. {
  363. D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 };
  364. bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0);
  365. }
  366. tex->SetStatus(ImTextureStatus_OK);
  367. }
  368. if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
  369. ImGui_ImplDX10_DestroyTexture(tex);
  370. }
  371. bool ImGui_ImplDX10_CreateDeviceObjects()
  372. {
  373. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  374. if (!bd->pd3dDevice)
  375. return false;
  376. ImGui_ImplDX10_InvalidateDeviceObjects();
  377. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  378. // If you would like to use this DX10 sample code but remove this dependency you can:
  379. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  380. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  381. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  382. // Create the vertex shader
  383. {
  384. static const char* vertexShader =
  385. "cbuffer vertexBuffer : register(b0) \
  386. {\
  387. float4x4 ProjectionMatrix; \
  388. };\
  389. struct VS_INPUT\
  390. {\
  391. float2 pos : POSITION;\
  392. float4 col : COLOR0;\
  393. float2 uv : TEXCOORD0;\
  394. };\
  395. \
  396. struct PS_INPUT\
  397. {\
  398. float4 pos : SV_POSITION;\
  399. float4 col : COLOR0;\
  400. float2 uv : TEXCOORD0;\
  401. };\
  402. \
  403. PS_INPUT main(VS_INPUT input)\
  404. {\
  405. PS_INPUT output;\
  406. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  407. output.col = input.col;\
  408. output.uv = input.uv;\
  409. return output;\
  410. }";
  411. ID3DBlob* vertexShaderBlob;
  412. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
  413. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  414. if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
  415. {
  416. vertexShaderBlob->Release();
  417. return false;
  418. }
  419. // Create the input layout
  420. D3D10_INPUT_ELEMENT_DESC local_layout[] =
  421. {
  422. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  423. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  424. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  425. };
  426. if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
  427. {
  428. vertexShaderBlob->Release();
  429. return false;
  430. }
  431. vertexShaderBlob->Release();
  432. // Create the constant buffer
  433. {
  434. D3D10_BUFFER_DESC desc = {};
  435. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
  436. desc.Usage = D3D10_USAGE_DYNAMIC;
  437. desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  438. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  439. desc.MiscFlags = 0;
  440. bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
  441. }
  442. }
  443. // Create the pixel shader
  444. {
  445. static const char* pixelShader =
  446. "struct PS_INPUT\
  447. {\
  448. float4 pos : SV_POSITION;\
  449. float4 col : COLOR0;\
  450. float2 uv : TEXCOORD0;\
  451. };\
  452. sampler sampler0;\
  453. Texture2D texture0;\
  454. \
  455. float4 main(PS_INPUT input) : SV_Target\
  456. {\
  457. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  458. return out_col; \
  459. }";
  460. ID3DBlob* pixelShaderBlob;
  461. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
  462. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  463. if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
  464. {
  465. pixelShaderBlob->Release();
  466. return false;
  467. }
  468. pixelShaderBlob->Release();
  469. }
  470. // Create the blending setup
  471. {
  472. D3D10_BLEND_DESC desc;
  473. ZeroMemory(&desc, sizeof(desc));
  474. desc.AlphaToCoverageEnable = false;
  475. desc.BlendEnable[0] = true;
  476. desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
  477. desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
  478. desc.BlendOp = D3D10_BLEND_OP_ADD;
  479. desc.SrcBlendAlpha = D3D10_BLEND_ONE;
  480. desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
  481. desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
  482. desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
  483. bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
  484. }
  485. // Create the rasterizer state
  486. {
  487. D3D10_RASTERIZER_DESC desc;
  488. ZeroMemory(&desc, sizeof(desc));
  489. desc.FillMode = D3D10_FILL_SOLID;
  490. desc.CullMode = D3D10_CULL_NONE;
  491. desc.ScissorEnable = true;
  492. desc.DepthClipEnable = true;
  493. bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
  494. }
  495. // Create depth-stencil State
  496. {
  497. D3D10_DEPTH_STENCIL_DESC desc;
  498. ZeroMemory(&desc, sizeof(desc));
  499. desc.DepthEnable = false;
  500. desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
  501. desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
  502. desc.StencilEnable = false;
  503. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
  504. desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
  505. desc.BackFace = desc.FrontFace;
  506. bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
  507. }
  508. // Create texture sampler
  509. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  510. {
  511. D3D10_SAMPLER_DESC desc;
  512. ZeroMemory(&desc, sizeof(desc));
  513. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  514. desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
  515. desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
  516. desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
  517. desc.MipLODBias = 0.f;
  518. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  519. desc.MinLOD = 0.f;
  520. desc.MaxLOD = 0.f;
  521. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
  522. }
  523. return true;
  524. }
  525. void ImGui_ImplDX10_InvalidateDeviceObjects()
  526. {
  527. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  528. if (!bd->pd3dDevice)
  529. return;
  530. // Destroy all textures
  531. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  532. if (tex->RefCount == 1)
  533. ImGui_ImplDX10_DestroyTexture(tex);
  534. if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
  535. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  536. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  537. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  538. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  539. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  540. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  541. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  542. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  543. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  544. }
  545. bool ImGui_ImplDX10_Init(ID3D10Device* device)
  546. {
  547. ImGuiIO& io = ImGui::GetIO();
  548. IMGUI_CHECKVERSION();
  549. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  550. // Setup backend capabilities flags
  551. ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
  552. io.BackendRendererUserData = (void*)bd;
  553. io.BackendRendererName = "imgui_impl_dx10";
  554. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  555. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  556. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  557. platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;
  558. // Get factory from device
  559. IDXGIDevice* pDXGIDevice = nullptr;
  560. IDXGIAdapter* pDXGIAdapter = nullptr;
  561. IDXGIFactory* pFactory = nullptr;
  562. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  563. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  564. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  565. {
  566. bd->pd3dDevice = device;
  567. bd->pFactory = pFactory;
  568. }
  569. if (pDXGIDevice) pDXGIDevice->Release();
  570. if (pDXGIAdapter) pDXGIAdapter->Release();
  571. bd->pd3dDevice->AddRef();
  572. return true;
  573. }
  574. void ImGui_ImplDX10_Shutdown()
  575. {
  576. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  577. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  578. ImGuiIO& io = ImGui::GetIO();
  579. ImGui_ImplDX10_InvalidateDeviceObjects();
  580. if (bd->pFactory) { bd->pFactory->Release(); }
  581. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  582. io.BackendRendererName = nullptr;
  583. io.BackendRendererUserData = nullptr;
  584. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  585. IM_DELETE(bd);
  586. }
  587. void ImGui_ImplDX10_NewFrame()
  588. {
  589. ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
  590. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
  591. if (!bd->pVertexShader)
  592. if (!ImGui_ImplDX10_CreateDeviceObjects())
  593. IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!");
  594. }
  595. //-----------------------------------------------------------------------------
  596. #endif // #ifndef IMGUI_DISABLE