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. // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
  20. // 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas.
  21. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap.
  22. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
  23. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  24. // 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).
  25. // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
  26. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  27. // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
  28. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
  29. // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
  30. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  31. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  32. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  33. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  34. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  35. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  36. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  37. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  38. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  39. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  40. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  41. #include "imgui.h"
  42. #ifndef IMGUI_DISABLE
  43. #include "imgui_impl_dx9.h"
  44. // DirectX
  45. #include <d3d9.h>
  46. // Clang/GCC warnings with -Weverything
  47. #if defined(__clang__)
  48. #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
  49. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  50. #endif
  51. // DirectX data
  52. struct ImGui_ImplDX9_Data
  53. {
  54. LPDIRECT3DDEVICE9 pd3dDevice;
  55. LPDIRECT3DVERTEXBUFFER9 pVB;
  56. LPDIRECT3DINDEXBUFFER9 pIB;
  57. int VertexBufferSize;
  58. int IndexBufferSize;
  59. bool HasRgbaSupport;
  60. ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  61. };
  62. struct CUSTOMVERTEX
  63. {
  64. float pos[3];
  65. D3DCOLOR col;
  66. float uv[2];
  67. };
  68. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  69. #ifdef IMGUI_USE_BGRA_PACKED_COLOR
  70. #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
  71. #else
  72. #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
  73. #endif
  74. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  75. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  76. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
  77. {
  78. return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  79. }
  80. // Forward Declarations
  81. static void ImGui_ImplDX9_InitMultiViewportSupport();
  82. static void ImGui_ImplDX9_ShutdownMultiViewportSupport();
  83. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  84. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  85. // Functions
  86. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  87. {
  88. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  89. // Setup viewport
  90. D3DVIEWPORT9 vp;
  91. vp.X = vp.Y = 0;
  92. vp.Width = (DWORD)draw_data->DisplaySize.x;
  93. vp.Height = (DWORD)draw_data->DisplaySize.y;
  94. vp.MinZ = 0.0f;
  95. vp.MaxZ = 1.0f;
  96. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  97. device->SetViewport(&vp);
  98. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
  99. device->SetPixelShader(nullptr);
  100. device->SetVertexShader(nullptr);
  101. device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
  102. device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  103. device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
  104. device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  105. device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  106. device->SetRenderState(D3DRS_ZENABLE, FALSE);
  107. device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  108. device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  109. device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  110. device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  111. device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  112. device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  113. device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  114. device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  115. device->SetRenderState(D3DRS_FOGENABLE, FALSE);
  116. device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
  117. device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
  118. device->SetRenderState(D3DRS_STENCILENABLE, FALSE);
  119. device->SetRenderState(D3DRS_CLIPPING, TRUE);
  120. device->SetRenderState(D3DRS_LIGHTING, FALSE);
  121. device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  122. device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  123. device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  124. device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  125. device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  126. device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  127. device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
  128. device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  129. device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  130. device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  131. device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
  132. device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
  133. // Setup orthographic projection matrix
  134. // 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.
  135. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  136. {
  137. float L = draw_data->DisplayPos.x + 0.5f;
  138. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  139. float T = draw_data->DisplayPos.y + 0.5f;
  140. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  141. 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 } } };
  142. D3DMATRIX mat_projection =
  143. { { {
  144. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  145. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  146. 0.0f, 0.0f, 0.5f, 0.0f,
  147. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  148. } } };
  149. device->SetTransform(D3DTS_WORLD, &mat_identity);
  150. device->SetTransform(D3DTS_VIEW, &mat_identity);
  151. device->SetTransform(D3DTS_PROJECTION, &mat_projection);
  152. }
  153. }
  154. // Render function.
  155. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  156. {
  157. // Avoid rendering when minimized
  158. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  159. return;
  160. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  161. LPDIRECT3DDEVICE9 device = bd->pd3dDevice;
  162. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  163. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  164. if (draw_data->Textures != nullptr)
  165. for (ImTextureData* tex : *draw_data->Textures)
  166. if (tex->Status != ImTextureStatus_OK)
  167. ImGui_ImplDX9_UpdateTexture(tex);
  168. // Create and grow buffers if needed
  169. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  170. {
  171. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  172. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  173. if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
  174. return;
  175. }
  176. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  177. {
  178. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  179. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  180. if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
  181. return;
  182. }
  183. // Backup the DX9 state
  184. IDirect3DStateBlock9* state_block = nullptr;
  185. if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0)
  186. return;
  187. if (state_block->Capture() < 0)
  188. {
  189. state_block->Release();
  190. return;
  191. }
  192. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  193. D3DMATRIX last_world, last_view, last_projection;
  194. device->GetTransform(D3DTS_WORLD, &last_world);
  195. device->GetTransform(D3DTS_VIEW, &last_view);
  196. device->GetTransform(D3DTS_PROJECTION, &last_projection);
  197. // Allocate buffers
  198. CUSTOMVERTEX* vtx_dst;
  199. ImDrawIdx* idx_dst;
  200. if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  201. {
  202. state_block->Release();
  203. return;
  204. }
  205. if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  206. {
  207. bd->pVB->Unlock();
  208. state_block->Release();
  209. return;
  210. }
  211. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  212. // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
  213. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  214. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  215. for (const ImDrawList* draw_list : draw_data->CmdLists)
  216. {
  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 (const ImDrawList* draw_list : draw_data->CmdLists)
  245. {
  246. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  247. {
  248. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  249. if (pcmd->UserCallback != nullptr)
  250. {
  251. // User callback, registered via ImDrawList::AddCallback()
  252. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  253. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  254. ImGui_ImplDX9_SetupRenderState(draw_data);
  255. else
  256. pcmd->UserCallback(draw_list, pcmd);
  257. }
  258. else
  259. {
  260. // Project scissor/clipping rectangles into framebuffer space
  261. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  262. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  263. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  264. continue;
  265. // Apply scissor/clipping rectangle
  266. const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  267. device->SetScissorRect(&r);
  268. // Bind texture, Draw
  269. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
  270. device->SetTexture(0, texture);
  271. device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  272. }
  273. }
  274. global_idx_offset += draw_list->IdxBuffer.Size;
  275. global_vtx_offset += draw_list->VtxBuffer.Size;
  276. }
  277. // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
  278. // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
  279. if (global_vtx_offset == 0)
  280. bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
  281. // Restore the DX9 transform
  282. device->SetTransform(D3DTS_WORLD, &last_world);
  283. device->SetTransform(D3DTS_VIEW, &last_view);
  284. device->SetTransform(D3DTS_PROJECTION, &last_projection);
  285. // Restore the DX9 state
  286. state_block->Apply();
  287. state_block->Release();
  288. }
  289. static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format)
  290. {
  291. LPDIRECT3D9 pd3d = nullptr;
  292. if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
  293. return false;
  294. D3DDEVICE_CREATION_PARAMETERS param = {};
  295. D3DDISPLAYMODE mode = {};
  296. if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
  297. {
  298. pd3d->Release();
  299. return false;
  300. }
  301. // Font texture should support linear filter, color blend and write to render-target
  302. bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
  303. pd3d->Release();
  304. return support;
  305. }
  306. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  307. {
  308. ImGuiIO& io = ImGui::GetIO();
  309. IMGUI_CHECKVERSION();
  310. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  311. // Setup backend capabilities flags
  312. ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
  313. io.BackendRendererUserData = (void*)bd;
  314. io.BackendRendererName = "imgui_impl_dx9";
  315. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  316. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  317. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  318. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  319. platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096;
  320. bd->pd3dDevice = device;
  321. bd->pd3dDevice->AddRef();
  322. bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
  323. ImGui_ImplDX9_InitMultiViewportSupport();
  324. return true;
  325. }
  326. void ImGui_ImplDX9_Shutdown()
  327. {
  328. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  329. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  330. ImGuiIO& io = ImGui::GetIO();
  331. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  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. platform_io.ClearRendererHandlers();
  339. IM_DELETE(bd);
  340. }
  341. // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
  342. static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h)
  343. {
  344. #ifndef IMGUI_USE_BGRA_PACKED_COLOR
  345. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  346. const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors);
  347. #else
  348. const bool convert_rgba_to_bgra = false;
  349. IM_UNUSED(tex_use_colors);
  350. #endif
  351. for (int y = 0; y < h; y++)
  352. {
  353. const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y);
  354. ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y);
  355. if (convert_rgba_to_bgra)
  356. for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy
  357. *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p);
  358. else
  359. memcpy(dst_p, src_p, w * 4); // Raw copy
  360. }
  361. }
  362. void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex)
  363. {
  364. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  365. if (tex->Status == ImTextureStatus_WantCreate)
  366. {
  367. // Create and upload new texture to graphics system
  368. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  369. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  370. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  371. LPDIRECT3DTEXTURE9 dx_tex = nullptr;
  372. HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr);
  373. if (hr < 0)
  374. {
  375. IM_ASSERT(hr >= 0 && "Backend failed to create texture!");
  376. return;
  377. }
  378. D3DLOCKED_RECT locked_rect;
  379. if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK)
  380. {
  381. ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height);
  382. dx_tex->UnlockRect(0);
  383. }
  384. // Store identifiers
  385. tex->SetTexID((ImTextureID)(intptr_t)dx_tex);
  386. tex->SetStatus(ImTextureStatus_OK);
  387. }
  388. else if (tex->Status == ImTextureStatus_WantUpdates)
  389. {
  390. // Update selected blocks. We only ever write to textures regions which have never been used before!
  391. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  392. LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID;
  393. 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) };
  394. D3DLOCKED_RECT locked_rect;
  395. if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK)
  396. for (ImTextureRect& r : tex->Updates)
  397. ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4,
  398. (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);
  399. backend_tex->UnlockRect(0);
  400. tex->SetStatus(ImTextureStatus_OK);
  401. }
  402. else if (tex->Status == ImTextureStatus_WantDestroy)
  403. {
  404. if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID)
  405. {
  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. }
  411. tex->SetStatus(ImTextureStatus_Destroyed);
  412. }
  413. }
  414. bool ImGui_ImplDX9_CreateDeviceObjects()
  415. {
  416. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  417. if (!bd || !bd->pd3dDevice)
  418. return false;
  419. ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  420. return true;
  421. }
  422. void ImGui_ImplDX9_InvalidateDeviceObjects()
  423. {
  424. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  425. if (!bd || !bd->pd3dDevice)
  426. return;
  427. // Destroy all textures
  428. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  429. if (tex->RefCount == 1)
  430. {
  431. tex->SetStatus(ImTextureStatus_WantDestroy);
  432. ImGui_ImplDX9_UpdateTexture(tex);
  433. }
  434. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  435. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  436. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  437. }
  438. void ImGui_ImplDX9_NewFrame()
  439. {
  440. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  441. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
  442. IM_UNUSED(bd);
  443. }
  444. //--------------------------------------------------------------------------------------------------------
  445. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  446. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  447. // 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..
  448. //--------------------------------------------------------------------------------------------------------
  449. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  450. struct ImGui_ImplDX9_ViewportData
  451. {
  452. IDirect3DSwapChain9* SwapChain;
  453. D3DPRESENT_PARAMETERS d3dpp;
  454. ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
  455. ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
  456. };
  457. static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
  458. {
  459. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  460. ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
  461. viewport->RendererUserData = vd;
  462. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID).
  463. // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
  464. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  465. IM_ASSERT(hwnd != 0);
  466. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  467. vd->d3dpp.Windowed = TRUE;
  468. vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  469. vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
  470. vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
  471. vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  472. vd->d3dpp.hDeviceWindow = hwnd;
  473. vd->d3dpp.EnableAutoDepthStencil = FALSE;
  474. vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  475. vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
  476. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  477. IM_ASSERT(hr == D3D_OK);
  478. IM_ASSERT(vd->SwapChain != nullptr);
  479. }
  480. static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
  481. {
  482. // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
  483. if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
  484. {
  485. if (vd->SwapChain)
  486. vd->SwapChain->Release();
  487. vd->SwapChain = nullptr;
  488. ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  489. IM_DELETE(vd);
  490. }
  491. viewport->RendererUserData = nullptr;
  492. }
  493. static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  494. {
  495. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  496. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  497. if (vd->SwapChain)
  498. {
  499. vd->SwapChain->Release();
  500. vd->SwapChain = nullptr;
  501. vd->d3dpp.BackBufferWidth = (UINT)size.x;
  502. vd->d3dpp.BackBufferHeight = (UINT)size.y;
  503. HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
  504. IM_ASSERT(hr == D3D_OK);
  505. }
  506. }
  507. static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
  508. {
  509. ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
  510. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  511. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  512. LPDIRECT3DSURFACE9 render_target = nullptr;
  513. LPDIRECT3DSURFACE9 last_render_target = nullptr;
  514. LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
  515. vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
  516. bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
  517. bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
  518. bd->pd3dDevice->SetRenderTarget(0, render_target);
  519. bd->pd3dDevice->SetDepthStencilSurface(nullptr);
  520. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  521. {
  522. 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));
  523. bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
  524. }
  525. ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
  526. // Restore render target
  527. bd->pd3dDevice->SetRenderTarget(0, last_render_target);
  528. bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
  529. render_target->Release();
  530. last_render_target->Release();
  531. if (last_depth_stencil) last_depth_stencil->Release();
  532. }
  533. static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
  534. {
  535. ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
  536. HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
  537. // Let main application handle D3DERR_DEVICELOST by resetting the device.
  538. IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
  539. }
  540. static void ImGui_ImplDX9_InitMultiViewportSupport()
  541. {
  542. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  543. platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
  544. platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
  545. platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
  546. platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
  547. platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
  548. }
  549. static void ImGui_ImplDX9_ShutdownMultiViewportSupport()
  550. {
  551. ImGui::DestroyPlatformWindows();
  552. }
  553. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
  554. {
  555. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  556. for (int i = 1; i < platform_io.Viewports.Size; i++)
  557. if (!platform_io.Viewports[i]->RendererUserData)
  558. ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
  559. }
  560. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
  561. {
  562. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  563. for (int i = 1; i < platform_io.Viewports.Size; i++)
  564. if (platform_io.Viewports[i]->RendererUserData)
  565. ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
  566. }
  567. //-----------------------------------------------------------------------------
  568. #endif // #ifndef IMGUI_DISABLE