2024-03-20 04:18:21 +00:00
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 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).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX11: Disabling depth-write.
# include "imgui.h"
# ifndef IMGUI_DISABLE
# include "imgui_impl_dx11.h"
// DirectX
# include <stdio.h>
# include <d3d11.h>
# include <d3dcompiler.h>
# ifdef _MSC_VER
# pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
# endif
// DirectX11 data
struct ImGui_ImplDX11_Data
{
ID3D11Device * pd3dDevice ;
ID3D11DeviceContext * pd3dDeviceContext ;
IDXGIFactory * pFactory ;
ID3D11Buffer * pVB ;
ID3D11Buffer * pIB ;
ID3D11VertexShader * pVertexShader ;
ID3D11InputLayout * pInputLayout ;
ID3D11Buffer * pVertexConstantBuffer ;
ID3D11PixelShader * pPixelShader ;
ID3D11SamplerState * pFontSampler ;
ID3D11ShaderResourceView * pFontTextureView ;
ID3D11RasterizerState * pRasterizerState ;
ID3D11BlendState * pBlendState ;
ID3D11DepthStencilState * pDepthStencilState ;
int VertexBufferSize ;
int IndexBufferSize ;
ImGui_ImplDX11_Data ( ) { memset ( ( void * ) this , 0 , sizeof ( * this ) ) ; VertexBufferSize = 5000 ; IndexBufferSize = 10000 ; }
} ;
struct VERTEX_CONSTANT_BUFFER_DX11
{
float mvp [ 4 ] [ 4 ] ;
} ;
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX11_Data * ImGui_ImplDX11_GetBackendData ( )
{
return ImGui : : GetCurrentContext ( ) ? ( ImGui_ImplDX11_Data * ) ImGui : : GetIO ( ) . BackendRendererUserData : nullptr ;
}
// Functions
static void ImGui_ImplDX11_SetupRenderState ( ImDrawData * draw_data , ID3D11DeviceContext * ctx )
{
ImGui_ImplDX11_Data * bd = ImGui_ImplDX11_GetBackendData ( ) ;
// Setup viewport
D3D11_VIEWPORT vp ;
memset ( & vp , 0 , sizeof ( D3D11_VIEWPORT ) ) ;
vp . Width = draw_data - > DisplaySize . x ;
vp . Height = draw_data - > DisplaySize . y ;
vp . MinDepth = 0.0f ;
vp . MaxDepth = 1.0f ;
vp . TopLeftX = vp . TopLeftY = 0 ;
ctx - > RSSetViewports ( 1 , & vp ) ;
// Setup shader and vertex buffers
unsigned int stride = sizeof ( ImDrawVert ) ;
unsigned int offset = 0 ;
ctx - > IASetInputLayout ( bd - > pInputLayout ) ;
ctx - > IASetVertexBuffers ( 0 , 1 , & bd - > pVB , & stride , & offset ) ;
ctx - > IASetIndexBuffer ( bd - > pIB , sizeof ( ImDrawIdx ) = = 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT , 0 ) ;
ctx - > IASetPrimitiveTopology ( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ) ;
ctx - > VSSetShader ( bd - > pVertexShader , nullptr , 0 ) ;
ctx - > VSSetConstantBuffers ( 0 , 1 , & bd - > pVertexConstantBuffer ) ;
ctx - > PSSetShader ( bd - > pPixelShader , nullptr , 0 ) ;
ctx - > PSSetSamplers ( 0 , 1 , & bd - > pFontSampler ) ;
ctx - > GSSetShader ( nullptr , nullptr , 0 ) ;
ctx - > HSSetShader ( nullptr , nullptr , 0 ) ; // In theory we should backup and restore this as well.. very infrequently used..
ctx - > DSSetShader ( nullptr , nullptr , 0 ) ; // In theory we should backup and restore this as well.. very infrequently used..
ctx - > CSSetShader ( nullptr , nullptr , 0 ) ; // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor [ 4 ] = { 0.f , 0.f , 0.f , 0.f } ;
ctx - > OMSetBlendState ( bd - > pBlendState , blend_factor , 0xffffffff ) ;
ctx - > OMSetDepthStencilState ( bd - > pDepthStencilState , 0 ) ;
ctx - > RSSetState ( bd - > pRasterizerState ) ;
}
// Render function
void ImGui_ImplDX11_RenderDrawData ( ImDrawData * draw_data )
{
// Avoid rendering when minimized
if ( draw_data - > DisplaySize . x < = 0.0f | | draw_data - > DisplaySize . y < = 0.0f )
return ;
ImGui_ImplDX11_Data * bd = ImGui_ImplDX11_GetBackendData ( ) ;
ID3D11DeviceContext * ctx = bd - > pd3dDeviceContext ;
// Create and grow vertex/index buffers if needed
if ( ! bd - > pVB | | bd - > VertexBufferSize < draw_data - > TotalVtxCount )
{
if ( bd - > pVB ) { bd - > pVB - > Release ( ) ; bd - > pVB = nullptr ; }
bd - > VertexBufferSize = draw_data - > TotalVtxCount + 5000 ;
D3D11_BUFFER_DESC desc ;
memset ( & desc , 0 , sizeof ( D3D11_BUFFER_DESC ) ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . ByteWidth = bd - > VertexBufferSize * sizeof ( ImDrawVert ) ;
desc . BindFlags = D3D11_BIND_VERTEX_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
desc . MiscFlags = 0 ;
if ( bd - > pd3dDevice - > CreateBuffer ( & desc , nullptr , & bd - > pVB ) < 0 )
return ;
}
if ( ! bd - > pIB | | bd - > IndexBufferSize < draw_data - > TotalIdxCount )
{
if ( bd - > pIB ) { bd - > pIB - > Release ( ) ; bd - > pIB = nullptr ; }
bd - > IndexBufferSize = draw_data - > TotalIdxCount + 10000 ;
D3D11_BUFFER_DESC desc ;
memset ( & desc , 0 , sizeof ( D3D11_BUFFER_DESC ) ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . ByteWidth = bd - > IndexBufferSize * sizeof ( ImDrawIdx ) ;
desc . BindFlags = D3D11_BIND_INDEX_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
if ( bd - > pd3dDevice - > CreateBuffer ( & desc , nullptr , & bd - > pIB ) < 0 )
return ;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource , idx_resource ;
if ( ctx - > Map ( bd - > pVB , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & vtx_resource ) ! = S_OK )
return ;
if ( ctx - > Map ( bd - > pIB , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & idx_resource ) ! = S_OK )
return ;
ImDrawVert * vtx_dst = ( ImDrawVert * ) vtx_resource . pData ;
ImDrawIdx * idx_dst = ( ImDrawIdx * ) idx_resource . pData ;
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
memcpy ( vtx_dst , cmd_list - > VtxBuffer . Data , cmd_list - > VtxBuffer . Size * sizeof ( ImDrawVert ) ) ;
memcpy ( idx_dst , cmd_list - > IdxBuffer . Data , cmd_list - > IdxBuffer . Size * sizeof ( ImDrawIdx ) ) ;
vtx_dst + = cmd_list - > VtxBuffer . Size ;
idx_dst + = cmd_list - > IdxBuffer . Size ;
}
ctx - > Unmap ( bd - > pVB , 0 ) ;
ctx - > Unmap ( bd - > pIB , 0 ) ;
// Setup orthographic projection matrix into our constant buffer
// 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.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource ;
if ( ctx - > Map ( bd - > pVertexConstantBuffer , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & mapped_resource ) ! = S_OK )
return ;
VERTEX_CONSTANT_BUFFER_DX11 * constant_buffer = ( VERTEX_CONSTANT_BUFFER_DX11 * ) mapped_resource . pData ;
float L = draw_data - > DisplayPos . x ;
float R = draw_data - > DisplayPos . x + draw_data - > DisplaySize . x ;
float T = draw_data - > DisplayPos . y ;
float B = draw_data - > DisplayPos . y + draw_data - > DisplaySize . y ;
float mvp [ 4 ] [ 4 ] =
{
{ 2.0f / ( R - L ) , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / ( T - B ) , 0.0f , 0.0f } ,
{ 0.0f , 0.0f , 0.5f , 0.0f } ,
{ ( R + L ) / ( L - R ) , ( T + B ) / ( B - T ) , 0.5f , 1.0f } ,
} ;
memcpy ( & constant_buffer - > mvp , mvp , sizeof ( mvp ) ) ;
ctx - > Unmap ( bd - > pVertexConstantBuffer , 0 ) ;
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
UINT ScissorRectsCount , ViewportsCount ;
D3D11_RECT ScissorRects [ D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ] ;
D3D11_VIEWPORT Viewports [ D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ] ;
ID3D11RasterizerState * RS ;
ID3D11BlendState * BlendState ;
FLOAT BlendFactor [ 4 ] ;
UINT SampleMask ;
UINT StencilRef ;
ID3D11DepthStencilState * DepthStencilState ;
ID3D11ShaderResourceView * PSShaderResource ;
ID3D11SamplerState * PSSampler ;
ID3D11PixelShader * PS ;
ID3D11VertexShader * VS ;
ID3D11GeometryShader * GS ;
UINT PSInstancesCount , VSInstancesCount , GSInstancesCount ;
ID3D11ClassInstance * PSInstances [ 256 ] , * VSInstances [ 256 ] , * GSInstances [ 256 ] ; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology ;
ID3D11Buffer * IndexBuffer , * VertexBuffer , * VSConstantBuffer ;
UINT IndexBufferOffset , VertexBufferStride , VertexBufferOffset ;
DXGI_FORMAT IndexBufferFormat ;
ID3D11InputLayout * InputLayout ;
} ;
BACKUP_DX11_STATE old = { } ;
old . ScissorRectsCount = old . ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ;
ctx - > RSGetScissorRects ( & old . ScissorRectsCount , old . ScissorRects ) ;
ctx - > RSGetViewports ( & old . ViewportsCount , old . Viewports ) ;
ctx - > RSGetState ( & old . RS ) ;
ctx - > OMGetBlendState ( & old . BlendState , old . BlendFactor , & old . SampleMask ) ;
ctx - > OMGetDepthStencilState ( & old . DepthStencilState , & old . StencilRef ) ;
ctx - > PSGetShaderResources ( 0 , 1 , & old . PSShaderResource ) ;
ctx - > PSGetSamplers ( 0 , 1 , & old . PSSampler ) ;
old . PSInstancesCount = old . VSInstancesCount = old . GSInstancesCount = 256 ;
ctx - > PSGetShader ( & old . PS , old . PSInstances , & old . PSInstancesCount ) ;
ctx - > VSGetShader ( & old . VS , old . VSInstances , & old . VSInstancesCount ) ;
ctx - > VSGetConstantBuffers ( 0 , 1 , & old . VSConstantBuffer ) ;
ctx - > GSGetShader ( & old . GS , old . GSInstances , & old . GSInstancesCount ) ;
ctx - > IAGetPrimitiveTopology ( & old . PrimitiveTopology ) ;
ctx - > IAGetIndexBuffer ( & old . IndexBuffer , & old . IndexBufferFormat , & old . IndexBufferOffset ) ;
ctx - > IAGetVertexBuffers ( 0 , 1 , & old . VertexBuffer , & old . VertexBufferStride , & old . VertexBufferOffset ) ;
ctx - > IAGetInputLayout ( & old . InputLayout ) ;
// Setup desired DX state
ImGui_ImplDX11_SetupRenderState ( draw_data , ctx ) ;
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_idx_offset = 0 ;
int global_vtx_offset = 0 ;
ImVec2 clip_off = draw_data - > DisplayPos ;
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
{
const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
if ( pcmd - > UserCallback ! = nullptr )
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if ( pcmd - > UserCallback = = ImDrawCallback_ResetRenderState )
ImGui_ImplDX11_SetupRenderState ( draw_data , ctx ) ;
else
pcmd - > UserCallback ( cmd_list , pcmd ) ;
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min ( pcmd - > ClipRect . x - clip_off . x , pcmd - > ClipRect . y - clip_off . y ) ;
ImVec2 clip_max ( pcmd - > ClipRect . z - clip_off . x , pcmd - > ClipRect . w - clip_off . y ) ;
if ( clip_max . x < = clip_min . x | | clip_max . y < = clip_min . y )
continue ;
// Apply scissor/clipping rectangle
const D3D11_RECT r = { ( LONG ) clip_min . x , ( LONG ) clip_min . y , ( LONG ) clip_max . x , ( LONG ) clip_max . y } ;
ctx - > RSSetScissorRects ( 1 , & r ) ;
// Bind texture, Draw
ID3D11ShaderResourceView * texture_srv = ( ID3D11ShaderResourceView * ) pcmd - > GetTexID ( ) ;
ctx - > PSSetShaderResources ( 0 , 1 , & texture_srv ) ;
ctx - > DrawIndexed ( pcmd - > ElemCount , pcmd - > IdxOffset + global_idx_offset , pcmd - > VtxOffset + global_vtx_offset ) ;
}
}
global_idx_offset + = cmd_list - > IdxBuffer . Size ;
global_vtx_offset + = cmd_list - > VtxBuffer . Size ;
}
// Restore modified DX state
ctx - > RSSetScissorRects ( old . ScissorRectsCount , old . ScissorRects ) ;
ctx - > RSSetViewports ( old . ViewportsCount , old . Viewports ) ;
ctx - > RSSetState ( old . RS ) ; if ( old . RS ) old . RS - > Release ( ) ;
ctx - > OMSetBlendState ( old . BlendState , old . BlendFactor , old . SampleMask ) ; if ( old . BlendState ) old . BlendState - > Release ( ) ;
ctx - > OMSetDepthStencilState ( old . DepthStencilState , old . StencilRef ) ; if ( old . DepthStencilState ) old . DepthStencilState - > Release ( ) ;
ctx - > PSSetShaderResources ( 0 , 1 , & old . PSShaderResource ) ; if ( old . PSShaderResource ) old . PSShaderResource - > Release ( ) ;
ctx - > PSSetSamplers ( 0 , 1 , & old . PSSampler ) ; if ( old . PSSampler ) old . PSSampler - > Release ( ) ;
ctx - > PSSetShader ( old . PS , old . PSInstances , old . PSInstancesCount ) ; if ( old . PS ) old . PS - > Release ( ) ;
for ( UINT i = 0 ; i < old . PSInstancesCount ; i + + ) if ( old . PSInstances [ i ] ) old . PSInstances [ i ] - > Release ( ) ;
ctx - > VSSetShader ( old . VS , old . VSInstances , old . VSInstancesCount ) ; if ( old . VS ) old . VS - > Release ( ) ;
ctx - > VSSetConstantBuffers ( 0 , 1 , & old . VSConstantBuffer ) ; if ( old . VSConstantBuffer ) old . VSConstantBuffer - > Release ( ) ;
ctx - > GSSetShader ( old . GS , old . GSInstances , old . GSInstancesCount ) ; if ( old . GS ) old . GS - > Release ( ) ;
for ( UINT i = 0 ; i < old . VSInstancesCount ; i + + ) if ( old . VSInstances [ i ] ) old . VSInstances [ i ] - > Release ( ) ;
ctx - > IASetPrimitiveTopology ( old . PrimitiveTopology ) ;
ctx - > IASetIndexBuffer ( old . IndexBuffer , old . IndexBufferFormat , old . IndexBufferOffset ) ; if ( old . IndexBuffer ) old . IndexBuffer - > Release ( ) ;
ctx - > IASetVertexBuffers ( 0 , 1 , & old . VertexBuffer , & old . VertexBufferStride , & old . VertexBufferOffset ) ; if ( old . VertexBuffer ) old . VertexBuffer - > Release ( ) ;
ctx - > IASetInputLayout ( old . InputLayout ) ; if ( old . InputLayout ) old . InputLayout - > Release ( ) ;
}
static void ImGui_ImplDX11_CreateFontsTexture ( )
{
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplDX11_Data * bd = ImGui_ImplDX11_GetBackendData ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ;
// Upload texture to graphics system
{
D3D11_TEXTURE2D_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . Width = width ;
desc . Height = height ;
desc . MipLevels = 1 ;
desc . ArraySize = 1 ;
desc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
desc . SampleDesc . Count = 1 ;
desc . Usage = D3D11_USAGE_DEFAULT ;
desc . BindFlags = D3D11_BIND_SHADER_RESOURCE ;
desc . CPUAccessFlags = 0 ;
ID3D11Texture2D * pTexture = nullptr ;
D3D11_SUBRESOURCE_DATA subResource ;
subResource . pSysMem = pixels ;
subResource . SysMemPitch = desc . Width * 4 ;
subResource . SysMemSlicePitch = 0 ;
bd - > pd3dDevice - > CreateTexture2D ( & desc , & subResource , & pTexture ) ;
IM_ASSERT ( pTexture ! = nullptr ) ;
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc ;
ZeroMemory ( & srvDesc , sizeof ( srvDesc ) ) ;
srvDesc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
srvDesc . ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D ;
srvDesc . Texture2D . MipLevels = desc . MipLevels ;
srvDesc . Texture2D . MostDetailedMip = 0 ;
bd - > pd3dDevice - > CreateShaderResourceView ( pTexture , & srvDesc , & bd - > pFontTextureView ) ;
pTexture - > Release ( ) ;
}
// Store our identifier
io . Fonts - > SetTexID ( ( ImTextureID ) bd - > pFontTextureView ) ;
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D11_SAMPLER_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR ;
desc . AddressU = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . AddressV = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . AddressW = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . MipLODBias = 0.f ;
desc . ComparisonFunc = D3D11_COMPARISON_ALWAYS ;
desc . MinLOD = 0.f ;
desc . MaxLOD = 0.f ;
bd - > pd3dDevice - > CreateSamplerState ( & desc , & bd - > pFontSampler ) ;
}
}
bool ImGui_ImplDX11_CreateDeviceObjects ( )
{
ImGui_ImplDX11_Data * bd = ImGui_ImplDX11_GetBackendData ( ) ;
if ( ! bd - > pd3dDevice )
return false ;
if ( bd - > pFontSampler )
ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char * vertexShader =
" cbuffer vertexBuffer : register(b0) \
{ \
float4x4 ProjectionMatrix ; \
} ; \
struct VS_INPUT \
{ \
float2 pos : POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
\
struct PS_INPUT \
{ \
float4 pos : SV_POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
\
PS_INPUT main ( VS_INPUT input ) \
{ \
PS_INPUT output ; \
output . pos = mul ( ProjectionMatrix , float4 ( input . pos . xy , 0.f , 1.f ) ) ; \
output . col = input . col ; \
output . uv = input . uv ; \
return output ; \
} " ;
ID3DBlob * vertexShaderBlob ;
if ( FAILED ( D3DCompile ( vertexShader , strlen ( vertexShader ) , nullptr , nullptr , nullptr , " main " , " vs_4_0 " , 0 , 0 , & vertexShaderBlob , nullptr ) ) )
return false ; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if ( bd - > pd3dDevice - > CreateVertexShader ( vertexShaderBlob - > GetBufferPointer ( ) , vertexShaderBlob - > GetBufferSize ( ) , nullptr , & bd - > pVertexShader ) ! = S_OK )
{
vertexShaderBlob - > Release ( ) ;
return false ;
}
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout [ ] =
{
{ " POSITION " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( UINT ) offsetof ( ImDrawVert , pos ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
{ " TEXCOORD " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( UINT ) offsetof ( ImDrawVert , uv ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
{ " COLOR " , 0 , DXGI_FORMAT_R8G8B8A8_UNORM , 0 , ( UINT ) offsetof ( ImDrawVert , col ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
} ;
if ( bd - > pd3dDevice - > CreateInputLayout ( local_layout , 3 , vertexShaderBlob - > GetBufferPointer ( ) , vertexShaderBlob - > GetBufferSize ( ) , & bd - > pInputLayout ) ! = S_OK )
{
vertexShaderBlob - > Release ( ) ;
return false ;
}
vertexShaderBlob - > Release ( ) ;
// Create the constant buffer
{
D3D11_BUFFER_DESC desc ;
desc . ByteWidth = sizeof ( VERTEX_CONSTANT_BUFFER_DX11 ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . BindFlags = D3D11_BIND_CONSTANT_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
desc . MiscFlags = 0 ;
bd - > pd3dDevice - > CreateBuffer ( & desc , nullptr , & bd - > pVertexConstantBuffer ) ;
}
}
// Create the pixel shader
{
static const char * pixelShader =
" struct PS_INPUT \
{ \
float4 pos : SV_POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
sampler sampler0 ; \
Texture2D texture0 ; \
\
float4 main ( PS_INPUT input ) : SV_Target \
{ \
float4 out_col = input . col * texture0 . Sample ( sampler0 , input . uv ) ; \
return out_col ; \
} " ;
ID3DBlob * pixelShaderBlob ;
if ( FAILED ( D3DCompile ( pixelShader , strlen ( pixelShader ) , nullptr , nullptr , nullptr , " main " , " ps_4_0 " , 0 , 0 , & pixelShaderBlob , nullptr ) ) )
return false ; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if ( bd - > pd3dDevice - > CreatePixelShader ( pixelShaderBlob - > GetBufferPointer ( ) , pixelShaderBlob - > GetBufferSize ( ) , nullptr , & bd - > pPixelShader ) ! = S_OK )
{
pixelShaderBlob - > Release ( ) ;
return false ;
}
pixelShaderBlob - > Release ( ) ;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . AlphaToCoverageEnable = false ;
desc . RenderTarget [ 0 ] . BlendEnable = true ;
desc . RenderTarget [ 0 ] . SrcBlend = D3D11_BLEND_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . DestBlend = D3D11_BLEND_INV_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . BlendOp = D3D11_BLEND_OP_ADD ;
desc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_ONE ;
desc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . BlendOpAlpha = D3D11_BLEND_OP_ADD ;
desc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
bd - > pd3dDevice - > CreateBlendState ( & desc , & bd - > pBlendState ) ;
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . FillMode = D3D11_FILL_SOLID ;
desc . CullMode = D3D11_CULL_NONE ;
desc . ScissorEnable = true ;
desc . DepthClipEnable = true ;
bd - > pd3dDevice - > CreateRasterizerState ( & desc , & bd - > pRasterizerState ) ;
}
// Create depth-stencil State
{
D3D11_DEPTH_STENCIL_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . DepthEnable = false ;
desc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL ;
desc . DepthFunc = D3D11_COMPARISON_ALWAYS ;
desc . StencilEnable = false ;
desc . FrontFace . StencilFailOp = desc . FrontFace . StencilDepthFailOp = desc . FrontFace . StencilPassOp = D3D11_STENCIL_OP_KEEP ;
desc . FrontFace . StencilFunc = D3D11_COMPARISON_ALWAYS ;
desc . BackFace = desc . FrontFace ;
bd - > pd3dDevice - > CreateDepthStencilState ( & desc , & bd - > pDepthStencilState ) ;
}
ImGui_ImplDX11_CreateFontsTexture ( ) ;
return true ;
}
void ImGui_ImplDX11_InvalidateDeviceObjects ( )
{
ImGui_ImplDX11_Data * bd = ImGui_ImplDX11_GetBackendData ( ) ;
if ( ! bd - > pd3dDevice )
return ;
if ( bd - > pFontSampler ) { bd - > pFontSampler - > Release ( ) ; bd - > pFontSampler = nullptr ; }
if ( bd - > pFontTextureView ) { bd - > pFontTextureView - > Release ( ) ; bd - > pFontTextureView = nullptr ; ImGui : : GetIO ( ) . Fonts - > SetTexID ( 0 ) ; } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if ( bd - > pIB ) { bd - > pIB - > Release ( ) ; bd - > pIB = nullptr ; }
if ( bd - > pVB ) { bd - > pVB - > Release ( ) ; bd - > pVB = nullptr ; }
if ( bd - > pBlendState ) { bd - > pBlendState - > Release ( ) ; bd - > pBlendState = nullptr ; }
if ( bd - > pDepthStencilState ) { bd - > pDepthStencilState - > Release ( ) ; bd - > pDepthStencilState = nullptr ; }
if ( bd - > pRasterizerState ) { bd - > pRasterizerState - > Release ( ) ; bd - > pRasterizerState = nullptr ; }
if ( bd - > pPixelShader ) { bd - > pPixelShader - > Release ( ) ; bd - > pPixelShader = nullptr ; }
if ( bd - > pVertexConstantBuffer ) { bd - > pVertexConstantBuffer - > Release ( ) ; bd - > pVertexConstantBuffer = nullptr ; }
if ( bd - > pInputLayout ) { bd - > pInputLayout - > Release ( ) ; bd - > pInputLayout = nullptr ; }
if ( bd - > pVertexShader ) { bd - > pVertexShader - > Release ( ) ; bd - > pVertexShader = nullptr ; }
}
bool ImGui_ImplDX11_Init ( ID3D11Device * device , ID3D11DeviceContext * device_context )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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IMGUI_CHECKVERSION ( ) ;
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IM_ASSERT ( io . BackendRendererUserData = = nullptr & & " Already initialized a renderer backend! " ) ;
// Setup backend capabilities flags
ImGui_ImplDX11_Data * bd = IM_NEW ( ImGui_ImplDX11_Data ) ( ) ;
io . BackendRendererUserData = ( void * ) bd ;
io . BackendRendererName = " imgui_impl_dx11 " ;
io . BackendFlags | = ImGuiBackendFlags_RendererHasVtxOffset ; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device
IDXGIDevice * pDXGIDevice = nullptr ;
IDXGIAdapter * pDXGIAdapter = nullptr ;
IDXGIFactory * pFactory = nullptr ;
if ( device - > QueryInterface ( IID_PPV_ARGS ( & pDXGIDevice ) ) = = S_OK )
if ( pDXGIDevice - > GetParent ( IID_PPV_ARGS ( & pDXGIAdapter ) ) = = S_OK )
if ( pDXGIAdapter - > GetParent ( IID_PPV_ARGS ( & pFactory ) ) = = S_OK )
{
bd - > pd3dDevice = device ;
bd - > pd3dDeviceContext = device_context ;
bd - > pFactory = pFactory ;
}
if ( pDXGIDevice ) pDXGIDevice - > Release ( ) ;
if ( pDXGIAdapter ) pDXGIAdapter - > Release ( ) ;
bd - > pd3dDevice - > AddRef ( ) ;
bd - > pd3dDeviceContext - > AddRef ( ) ;
return true ;
}
void ImGui_ImplDX11_Shutdown ( )
{
ImGui_ImplDX11_Data * bd = ImGui_ImplDX11_GetBackendData ( ) ;
IM_ASSERT ( bd ! = nullptr & & " No renderer backend to shutdown, or already shutdown? " ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
if ( bd - > pFactory ) { bd - > pFactory - > Release ( ) ; }
if ( bd - > pd3dDevice ) { bd - > pd3dDevice - > Release ( ) ; }
if ( bd - > pd3dDeviceContext ) { bd - > pd3dDeviceContext - > Release ( ) ; }
io . BackendRendererName = nullptr ;
io . BackendRendererUserData = nullptr ;
io . BackendFlags & = ~ ImGuiBackendFlags_RendererHasVtxOffset ;
IM_DELETE ( bd ) ;
}
void ImGui_ImplDX11_NewFrame ( )
{
ImGui_ImplDX11_Data * bd = ImGui_ImplDX11_GetBackendData ( ) ;
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IM_ASSERT ( bd ! = nullptr & & " Context or backend not initialized! Did you call ImGui_ImplDX11_Init()? " ) ;
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if ( ! bd - > pFontSampler )
ImGui_ImplDX11_CreateDeviceObjects ( ) ;
}
//-----------------------------------------------------------------------------
# endif // #ifndef IMGUI_DISABLE