imgui_impl_dx9.cpp 23 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. // 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. // 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
  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. // Clang/GCC warnings with -Weverything
  44. #if defined(__clang__)
  45. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
  46. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  47. #endif
  48. // DirectX data
  49. struct ImGui_ImplDX9_Data
  50. {
  51. LPDIRECT3DDEVICE9 pd3dDevice;
  52. LPDIRECT3DVERTEXBUFFER9 pVB;
  53. LPDIRECT3DINDEXBUFFER9 pIB;
  54. int VertexBufferSize;
  55. int IndexBufferSize;
  56. bool HasRgbaSupport;
  57. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  58. };
  59. struct CUSTOMVERTEX
  60. {
  61. float pos[3];
  62. D3DCOLOR col;
  63. float uv[2];
  64. };
  65. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  66. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  67. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  68. #else
  69. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  70. #endif
  71. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  72. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  73. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  74. {
  75. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  76. }
  77. // Functions
  78. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  79. {
  80. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  81. // Setup viewport
  82. D3DVIEWPORT9 vp;
  83. vp.X = vp.Y = 0;
  84. vp.Width = (DWORD)draw_data->DisplaySize.x;
  85. vp.Height = (DWORD)draw_data->DisplaySize.y;
  86. vp.MinZ = 0.0f;
  87. vp.MaxZ = 1.0f;
  88. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  89. device->SetViewport(&vp);
  90. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  91. device->SetPixelShader(nullptr);
  92. device->SetVertexShader(nullptr);
  93. device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  94. device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  95. device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  96. device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  97. device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  98. device->SetRenderState(D3DRS_ZENABLE, FALSE);
  99. device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  100. device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  101. device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  102. device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  103. device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  104. device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  105. device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  106. device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  107. device->SetRenderState(D3DRS_FOGENABLE, FALSE);
  108. device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  109. device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  110. device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  111. device->SetRenderState(D3DRS_CLIPPING, TRUE);
  112. device->SetRenderState(D3DRS_LIGHTING, FALSE);
  113. device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  114. device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  115. device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  116. device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  117. device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  118. device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  119. device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  120. device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  121. device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  122. device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  123. device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
  124. device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
  125. // Setup orthographic projection matrix
  126. // 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.
  127. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  128. {
  129. float L = draw_data->DisplayPos.x + 0.5f;
  130. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  131. float T = draw_data->DisplayPos.y + 0.5f;
  132. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  133. 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 } } };
  134. D3DMATRIX mat_projection =
  135. { { {
  136. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  137. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  138. 0.0f, 0.0f, 0.5f, 0.0f,
  139. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  140. } } };
  141. device->SetTransform(D3DTS_WORLD, &mat_identity);
  142. device->SetTransform(D3DTS_VIEW, &mat_identity);
  143. device->SetTransform(D3DTS_PROJECTION, &mat_projection);
  144. }
  145. }
  146. // Render function.
  147. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  148. {
  149. // Avoid rendering when minimized
  150. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  151. return;
  152. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  153. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  154. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  155. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  156. if (draw_data->Textures != nullptr)
  157. for (ImTextureData* tex : *draw_data->Textures)
  158. if (tex->Status != ImTextureStatus_OK)
  159. ImGui_ImplDX9_UpdateTexture(tex);
  160. // Create and grow buffers if needed
  161. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  162. {
  163. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  164. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  165. if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  166. return;
  167. }
  168. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  169. {
  170. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  171. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  172. if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  173. return;
  174. }
  175. // Backup the DX9 state
  176. IDirect3DStateBlock9* state_block = nullptr;
  177. if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
  178. return;
  179. if (state_block->Capture() < 0)
  180. {
  181. state_block->Release();
  182. return;
  183. }
  184. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  185. D3DMATRIX last_world, last_view, last_projection;
  186. device->GetTransform(D3DTS_WORLD, &last_world);
  187. device->GetTransform(D3DTS_VIEW, &last_view);
  188. device->GetTransform(D3DTS_PROJECTION, &last_projection);
  189. // Allocate buffers
  190. CUSTOMVERTEX* vtx_dst;
  191. ImDrawIdx* idx_dst;
  192. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  193. {
  194. state_block->Release();
  195. return;
  196. }
  197. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  198. {
  199. bd->pVB->Unlock();
  200. state_block->Release();
  201. return;
  202. }
  203. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  204. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  205. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  206. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  207. for (int n = 0; n < draw_data->CmdListsCount; n++)
  208. {
  209. const ImDrawList* draw_list = draw_data->CmdLists[n];
  210. const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data;
  211. for (int i = 0; i < draw_list->VtxBuffer.Size; i++)
  212. {
  213. vtx_dst->pos[0] = vtx_src->pos.x;
  214. vtx_dst->pos[1] = vtx_src->pos.y;
  215. vtx_dst->pos[2] = 0.0f;
  216. vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
  217. vtx_dst->uv[0] = vtx_src->uv.x;
  218. vtx_dst->uv[1] = vtx_src->uv.y;
  219. vtx_dst++;
  220. vtx_src++;
  221. }
  222. memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  223. idx_dst += draw_list->IdxBuffer.Size;
  224. }
  225. bd->pVB->Unlock();
  226. bd->pIB->Unlock();
  227. device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
  228. device->SetIndices(bd->pIB);
  229. device->SetFVF(D3DFVF_CUSTOMVERTEX);
  230. // Setup desired DX state
  231. ImGui_ImplDX9_SetupRenderState(draw_data);
  232. // Render command lists
  233. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  234. int global_vtx_offset = 0;
  235. int global_idx_offset = 0;
  236. ImVec2 clip_off = draw_data->DisplayPos;
  237. for (int n = 0; n < draw_data->CmdListsCount; n++)
  238. {
  239. const ImDrawList* draw_list = draw_data->CmdLists[n];
  240. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  241. {
  242. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  243. if (pcmd->UserCallback != nullptr)
  244. {
  245. // User callback, registered via ImDrawList::AddCallback()
  246. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  247. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  248. ImGui_ImplDX9_SetupRenderState(draw_data);
  249. else
  250. pcmd->UserCallback(draw_list, pcmd);
  251. }
  252. else
  253. {
  254. // Project scissor/clipping rectangles into framebuffer space
  255. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  256. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  257. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  258. continue;
  259. // Apply scissor/clipping rectangle
  260. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  261. device->SetScissorRect(&r);
  262. // Bind texture, Draw
  263. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  264. device->SetTexture(0, texture);
  265. device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  266. }
  267. }
  268. global_idx_offset += draw_list->IdxBuffer.Size;
  269. global_vtx_offset += draw_list->VtxBuffer.Size;
  270. }
  271. // Restore the DX9 transform
  272. device->SetTransform(D3DTS_WORLD, &last_world);
  273. device->SetTransform(D3DTS_VIEW, &last_view);
  274. device->SetTransform(D3DTS_PROJECTION, &last_projection);
  275. // Restore the DX9 state
  276. state_block->Apply();
  277. state_block->Release();
  278. }
  279. static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
  280. {
  281. LPDIRECT3D9 pd3d = nullptr;
  282. if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
  283. return false;
  284. D3DDEVICE_CREATION_PARAMETERS param = {};
  285. D3DDISPLAYMODE mode = {};
  286. if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
  287. {
  288. pd3d->Release();
  289. return false;
  290. }
  291. // Font texture should support linear filter, color blend and write to render-target
  292. bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
  293. pd3d->Release();
  294. return support;
  295. }
  296. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  297. {
  298. ImGuiIO& io = ImGui::GetIO();
  299. IMGUI_CHECKVERSION();
  300. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  301. // Setup backend capabilities flags
  302. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  303. io.BackendRendererUserData = (void*)bd;
  304. io.BackendRendererName = "imgui_impl_dx9";
  305. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  306. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  307. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  308. platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
  309. bd->pd3dDevice = device;
  310. bd->pd3dDevice->AddRef();
  311. bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  312. return true;
  313. }
  314. void ImGui_ImplDX9_Shutdown()
  315. {
  316. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  317. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  318. ImGuiIO& io = ImGui::GetIO();
  319. ImGui_ImplDX9_InvalidateDeviceObjects();
  320. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  321. io.BackendRendererName = nullptr;
  322. io.BackendRendererUserData = nullptr;
  323. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  324. IM_DELETE(bd);
  325. }
  326. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  327. static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
  328. {
  329. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  330. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  331. const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
  332. #else
  333. const bool convert_rgba_to_bgra = false;
  334. IM_UNUSED(tex_use_colors);
  335. #endif
  336. for (int y = 0; y < h; y++)
  337. {
  338. const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
  339. ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
  340. if (convert_rgba_to_bgra)
  341. for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
  342. *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
  343. else
  344. memcpy(dst_p, src_p, w * 4); // Raw copy
  345. }
  346. }
  347. void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
  348. {
  349. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  350. if (tex->Status == ImTextureStatus_WantCreate)
  351. {
  352. // Create and upload new texture to graphics system
  353. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  354. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  355. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  356. LPDIRECT3DTEXTURE9 dx_tex = nullptr;
  357. HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
  358. if (hr < 0)
  359. {
  360. IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
  361. return;
  362. }
  363. D3DLOCKED_RECT locked_rect;
  364. if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
  365. {
  366. ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
  367. dx_tex->UnlockRect(0);
  368. }
  369. // Store identifiers
  370. tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
  371. tex->SetStatus(ImTextureStatus_OK);
  372. }
  373. else if (tex->Status == ImTextureStatus_WantUpdates)
  374. {
  375. // Update selected blocks. We only ever write to textures regions which have never been used before!
  376. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  377. LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
  378. 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) };
  379. D3DLOCKED_RECT locked_rect;
  380. if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
  381. for (ImTextureRect& r : tex->Updates)
  382. ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
  383. (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);
  384. backend_tex->UnlockRect(0);
  385. tex->SetStatus(ImTextureStatus_OK);
  386. }
  387. else if (tex->Status == ImTextureStatus_WantDestroy)
  388. {
  389. LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID;
  390. if (backend_tex == nullptr)
  391. return;
  392. IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex);
  393. backend_tex->Release();
  394. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  395. tex->SetTexID(ImTextureID_Invalid);
  396. tex->SetStatus(ImTextureStatus_Destroyed);
  397. }
  398. }
  399. bool ImGui_ImplDX9_CreateDeviceObjects()
  400. {
  401. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  402. if (!bd || !bd->pd3dDevice)
  403. return false;
  404. return true;
  405. }
  406. void ImGui_ImplDX9_InvalidateDeviceObjects()
  407. {
  408. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  409. if (!bd || !bd->pd3dDevice)
  410. return;
  411. // Destroy all textures
  412. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  413. if (tex->RefCount == 1)
  414. {
  415. tex->SetStatus(ImTextureStatus_WantDestroy);
  416. ImGui_ImplDX9_UpdateTexture(tex);
  417. }
  418. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  419. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  420. }
  421. void ImGui_ImplDX9_NewFrame()
  422. {
  423. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  424. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
  425. IM_UNUSED(bd);
  426. }
  427. //-----------------------------------------------------------------------------
  428. #endif // #ifndef IMGUI_DISABLE