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// dear imgui: Renderer for DirectX11
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
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// https://github.com/ocornut/imgui
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// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
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// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
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// 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.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
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// 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.
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# include "imgui.h"
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# include "imgui_impl_dx11.h"
// DirectX
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# include <stdio.h>
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# include <d3d11.h>
# include <d3dcompiler.h>
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# ifdef _MSC_VER
# pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
# endif
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// DirectX data
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static ID3D11Device * g_pd3dDevice = NULL ;
static ID3D11DeviceContext * g_pd3dDeviceContext = NULL ;
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static IDXGIFactory * g_pFactory = NULL ;
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static ID3D11Buffer * g_pVB = NULL ;
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static ID3D11Buffer * g_pIB = NULL ;
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static ID3D10Blob * g_pVertexShaderBlob = NULL ;
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static ID3D11VertexShader * g_pVertexShader = NULL ;
static ID3D11InputLayout * g_pInputLayout = NULL ;
static ID3D11Buffer * g_pVertexConstantBuffer = NULL ;
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static ID3D10Blob * g_pPixelShaderBlob = NULL ;
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static ID3D11PixelShader * g_pPixelShader = NULL ;
static ID3D11SamplerState * g_pFontSampler = NULL ;
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static ID3D11ShaderResourceView * g_pFontTextureView = NULL ;
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static ID3D11RasterizerState * g_pRasterizerState = NULL ;
static ID3D11BlendState * g_pBlendState = NULL ;
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static ID3D11DepthStencilState * g_pDepthStencilState = NULL ;
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static int g_VertexBufferSize = 5000 , g_IndexBufferSize = 10000 ;
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struct VERTEX_CONSTANT_BUFFER
{
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float mvp [ 4 ] [ 4 ] ;
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} ;
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static void ImGui_ImplDX11_SetupRenderState ( ImDrawData * draw_data , ID3D11DeviceContext * ctx )
{
// 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 ( g_pInputLayout ) ;
ctx - > IASetVertexBuffers ( 0 , 1 , & g_pVB , & stride , & offset ) ;
ctx - > IASetIndexBuffer ( g_pIB , sizeof ( ImDrawIdx ) = = 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT , 0 ) ;
ctx - > IASetPrimitiveTopology ( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ) ;
ctx - > VSSetShader ( g_pVertexShader , NULL , 0 ) ;
ctx - > VSSetConstantBuffers ( 0 , 1 , & g_pVertexConstantBuffer ) ;
ctx - > PSSetShader ( g_pPixelShader , NULL , 0 ) ;
ctx - > PSSetSamplers ( 0 , 1 , & g_pFontSampler ) ;
// Setup blend state
const float blend_factor [ 4 ] = { 0.f , 0.f , 0.f , 0.f } ;
ctx - > OMSetBlendState ( g_pBlendState , blend_factor , 0xffffffff ) ;
ctx - > OMSetDepthStencilState ( g_pDepthStencilState , 0 ) ;
ctx - > RSSetState ( g_pRasterizerState ) ;
}
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// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX11_RenderDrawData ( ImDrawData * draw_data )
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{
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// Avoid rendering when minimized
if ( draw_data - > DisplaySize . x < = 0.0f | | draw_data - > DisplaySize . y < = 0.0f )
return ;
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ID3D11DeviceContext * ctx = g_pd3dDeviceContext ;
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// Create and grow vertex/index buffers if needed
if ( ! g_pVB | | g_VertexBufferSize < draw_data - > TotalVtxCount )
{
if ( g_pVB ) { g_pVB - > Release ( ) ; g_pVB = NULL ; }
g_VertexBufferSize = draw_data - > TotalVtxCount + 5000 ;
D3D11_BUFFER_DESC desc ;
memset ( & desc , 0 , sizeof ( D3D11_BUFFER_DESC ) ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . ByteWidth = g_VertexBufferSize * sizeof ( ImDrawVert ) ;
desc . BindFlags = D3D11_BIND_VERTEX_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
desc . MiscFlags = 0 ;
if ( g_pd3dDevice - > CreateBuffer ( & desc , NULL , & g_pVB ) < 0 )
return ;
}
if ( ! g_pIB | | g_IndexBufferSize < draw_data - > TotalIdxCount )
{
if ( g_pIB ) { g_pIB - > Release ( ) ; g_pIB = NULL ; }
g_IndexBufferSize = draw_data - > TotalIdxCount + 10000 ;
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D3D11_BUFFER_DESC desc ;
memset ( & desc , 0 , sizeof ( D3D11_BUFFER_DESC ) ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . ByteWidth = g_IndexBufferSize * sizeof ( ImDrawIdx ) ;
desc . BindFlags = D3D11_BIND_INDEX_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
if ( g_pd3dDevice - > CreateBuffer ( & desc , NULL , & g_pIB ) < 0 )
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return ;
}
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// Upload vertex/index data into a single contiguous GPU buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource , idx_resource ;
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if ( ctx - > Map ( g_pVB , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & vtx_resource ) ! = S_OK )
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return ;
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if ( ctx - > Map ( g_pIB , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & idx_resource ) ! = S_OK )
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return ;
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ImDrawVert * vtx_dst = ( ImDrawVert * ) vtx_resource . pData ;
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ImDrawIdx * idx_dst = ( ImDrawIdx * ) idx_resource . pData ;
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
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{
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const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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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 ;
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}
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ctx - > Unmap ( g_pVB , 0 ) ;
ctx - > Unmap ( g_pIB , 0 ) ;
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// Setup orthographic projection matrix into our constant buffer
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// 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.
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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource ;
if ( ctx - > Map ( g_pVertexConstantBuffer , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & mapped_resource ) ! = S_OK )
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return ;
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VERTEX_CONSTANT_BUFFER * constant_buffer = ( VERTEX_CONSTANT_BUFFER * ) mapped_resource . pData ;
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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 ;
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float mvp [ 4 ] [ 4 ] =
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{
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{ 2.0f / ( R - L ) , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / ( T - B ) , 0.0f , 0.0f } ,
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{ 0.0f , 0.0f , 0.5f , 0.0f } ,
{ ( R + L ) / ( L - R ) , ( T + B ) / ( B - T ) , 0.5f , 1.0f } ,
} ;
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memcpy ( & constant_buffer - > mvp , mvp , sizeof ( mvp ) ) ;
ctx - > Unmap ( g_pVertexConstantBuffer , 0 ) ;
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}
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// 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 ;
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UINT StencilRef ;
ID3D11DepthStencilState * DepthStencilState ;
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ID3D11ShaderResourceView * PSShaderResource ;
ID3D11SamplerState * PSSampler ;
ID3D11PixelShader * PS ;
ID3D11VertexShader * VS ;
UINT PSInstancesCount , VSInstancesCount ;
ID3D11ClassInstance * PSInstances [ 256 ] , * VSInstances [ 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 ) ;
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ctx - > OMGetDepthStencilState ( & old . DepthStencilState , & old . StencilRef ) ;
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ctx - > PSGetShaderResources ( 0 , 1 , & old . PSShaderResource ) ;
ctx - > PSGetSamplers ( 0 , 1 , & old . PSSampler ) ;
old . PSInstancesCount = old . VSInstancesCount = 256 ;
ctx - > PSGetShader ( & old . PS , old . PSInstances , & old . PSInstancesCount ) ;
ctx - > VSGetShader ( & old . VS , old . VSInstances , & old . VSInstancesCount ) ;
ctx - > VSGetConstantBuffers ( 0 , 1 , & old . VSConstantBuffer ) ;
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 ) ;
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// Setup desired DX state
ImGui_ImplDX11_SetupRenderState ( draw_data , ctx ) ;
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// Render command lists
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// (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 ;
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ImVec2 clip_off = draw_data - > DisplayPos ;
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
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{
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const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
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{
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const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
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if ( pcmd - > UserCallback ! = NULL )
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{
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// 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 ) ;
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}
else
{
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// Apply scissor/clipping rectangle
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const D3D11_RECT r = { ( LONG ) ( pcmd - > ClipRect . x - clip_off . x ) , ( LONG ) ( pcmd - > ClipRect . y - clip_off . y ) , ( LONG ) ( pcmd - > ClipRect . z - clip_off . x ) , ( LONG ) ( pcmd - > ClipRect . w - clip_off . y ) } ;
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ctx - > RSSetScissorRects ( 1 , & r ) ;
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// Bind texture, Draw
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ID3D11ShaderResourceView * texture_srv = ( ID3D11ShaderResourceView * ) pcmd - > TextureId ;
ctx - > PSSetShaderResources ( 0 , 1 , & texture_srv ) ;
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ctx - > DrawIndexed ( pcmd - > ElemCount , pcmd - > IdxOffset + global_idx_offset , pcmd - > VtxOffset + global_vtx_offset ) ;
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}
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}
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global_idx_offset + = cmd_list - > IdxBuffer . Size ;
global_vtx_offset + = cmd_list - > VtxBuffer . Size ;
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}
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// 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 ( ) ;
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ctx - > OMSetDepthStencilState ( old . DepthStencilState , old . StencilRef ) ; if ( old . DepthStencilState ) old . DepthStencilState - > Release ( ) ;
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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 ( ) ;
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 ( ) ;
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}
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static void ImGui_ImplDX11_CreateFontsTexture ( )
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{
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// Build texture atlas
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ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ;
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// Upload texture to graphics system
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{
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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 ;
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ID3D11Texture2D * pTexture = NULL ;
D3D11_SUBRESOURCE_DATA subResource ;
subResource . pSysMem = pixels ;
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subResource . SysMemPitch = desc . Width * 4 ;
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subResource . SysMemSlicePitch = 0 ;
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g_pd3dDevice - > CreateTexture2D ( & desc , & subResource , & pTexture ) ;
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// 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 ;
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srvDesc . Texture2D . MipLevels = desc . MipLevels ;
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srvDesc . Texture2D . MostDetailedMip = 0 ;
g_pd3dDevice - > CreateShaderResourceView ( pTexture , & srvDesc , & g_pFontTextureView ) ;
pTexture - > Release ( ) ;
}
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// Store our identifier
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io . Fonts - > TexID = ( ImTextureID ) g_pFontTextureView ;
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// Create texture sampler
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{
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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 ;
g_pd3dDevice - > CreateSamplerState ( & desc , & g_pFontSampler ) ;
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}
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}
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bool ImGui_ImplDX11_CreateDeviceObjects ( )
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{
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if ( ! g_pd3dDevice )
return false ;
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if ( g_pFontSampler )
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ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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// Create the vertex shader
{
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static const char * vertexShader =
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" cbuffer vertexBuffer : register(b0) \
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{ \
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 ; \
} " ;
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D3DCompile ( vertexShader , strlen ( vertexShader ) , NULL , NULL , NULL , " main " , " vs_4_0 " , 0 , 0 , & g_pVertexShaderBlob , NULL ) ;
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if ( g_pVertexShaderBlob = = NULL ) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false ;
if ( g_pd3dDevice - > CreateVertexShader ( ( DWORD * ) g_pVertexShaderBlob - > GetBufferPointer ( ) , g_pVertexShaderBlob - > GetBufferSize ( ) , NULL , & g_pVertexShader ) ! = S_OK )
return false ;
// Create the input layout
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D3D11_INPUT_ELEMENT_DESC local_layout [ ] =
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{
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{ " POSITION " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > pos ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
{ " TEXCOORD " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > uv ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
{ " COLOR " , 0 , DXGI_FORMAT_R8G8B8A8_UNORM , 0 , ( size_t ) ( & ( ( ImDrawVert * ) 0 ) - > col ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
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} ;
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if ( g_pd3dDevice - > CreateInputLayout ( local_layout , 3 , g_pVertexShaderBlob - > GetBufferPointer ( ) , g_pVertexShaderBlob - > GetBufferSize ( ) , & g_pInputLayout ) ! = S_OK )
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return false ;
// Create the constant buffer
{
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D3D11_BUFFER_DESC desc ;
desc . ByteWidth = sizeof ( VERTEX_CONSTANT_BUFFER ) ;
desc . Usage = D3D11_USAGE_DYNAMIC ;
desc . BindFlags = D3D11_BIND_CONSTANT_BUFFER ;
desc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
desc . MiscFlags = 0 ;
g_pd3dDevice - > CreateBuffer ( & desc , NULL , & g_pVertexConstantBuffer ) ;
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}
}
// Create the pixel shader
{
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static const char * pixelShader =
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" 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 ; \
} " ;
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D3DCompile ( pixelShader , strlen ( pixelShader ) , NULL , NULL , NULL , " main " , " ps_4_0 " , 0 , 0 , & g_pPixelShaderBlob , NULL ) ;
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if ( g_pPixelShaderBlob = = NULL ) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false ;
if ( g_pd3dDevice - > CreatePixelShader ( ( DWORD * ) g_pPixelShaderBlob - > GetBufferPointer ( ) , g_pPixelShaderBlob - > GetBufferSize ( ) , NULL , & g_pPixelShader ) ! = S_OK )
return false ;
}
// 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_INV_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_ZERO ;
desc . RenderTarget [ 0 ] . BlendOpAlpha = D3D11_BLEND_OP_ADD ;
desc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
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g_pd3dDevice - > CreateBlendState ( & desc , & g_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 ;
g_pd3dDevice - > CreateRasterizerState ( & desc , & g_pRasterizerState ) ;
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}
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// Create depth-stencil State
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{
D3D11_DEPTH_STENCIL_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
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desc . DepthEnable = false ;
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desc . DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL ;
desc . DepthFunc = D3D11_COMPARISON_ALWAYS ;
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desc . StencilEnable = false ;
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desc . FrontFace . StencilFailOp = desc . FrontFace . StencilDepthFailOp = desc . FrontFace . StencilPassOp = D3D11_STENCIL_OP_KEEP ;
desc . FrontFace . StencilFunc = D3D11_COMPARISON_ALWAYS ;
desc . BackFace = desc . FrontFace ;
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g_pd3dDevice - > CreateDepthStencilState ( & desc , & g_pDepthStencilState ) ;
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}
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ImGui_ImplDX11_CreateFontsTexture ( ) ;
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return true ;
}
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void ImGui_ImplDX11_InvalidateDeviceObjects ( )
{
if ( ! g_pd3dDevice )
return ;
if ( g_pFontSampler ) { g_pFontSampler - > Release ( ) ; g_pFontSampler = NULL ; }
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if ( g_pFontTextureView ) { g_pFontTextureView - > Release ( ) ; g_pFontTextureView = NULL ; ImGui : : GetIO ( ) . Fonts - > TexID = NULL ; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if ( g_pIB ) { g_pIB - > Release ( ) ; g_pIB = NULL ; }
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if ( g_pVB ) { g_pVB - > Release ( ) ; g_pVB = NULL ; }
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if ( g_pBlendState ) { g_pBlendState - > Release ( ) ; g_pBlendState = NULL ; }
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if ( g_pDepthStencilState ) { g_pDepthStencilState - > Release ( ) ; g_pDepthStencilState = NULL ; }
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if ( g_pRasterizerState ) { g_pRasterizerState - > Release ( ) ; g_pRasterizerState = NULL ; }
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if ( g_pPixelShader ) { g_pPixelShader - > Release ( ) ; g_pPixelShader = NULL ; }
if ( g_pPixelShaderBlob ) { g_pPixelShaderBlob - > Release ( ) ; g_pPixelShaderBlob = NULL ; }
if ( g_pVertexConstantBuffer ) { g_pVertexConstantBuffer - > Release ( ) ; g_pVertexConstantBuffer = NULL ; }
if ( g_pInputLayout ) { g_pInputLayout - > Release ( ) ; g_pInputLayout = NULL ; }
if ( g_pVertexShader ) { g_pVertexShader - > Release ( ) ; g_pVertexShader = NULL ; }
if ( g_pVertexShaderBlob ) { g_pVertexShaderBlob - > Release ( ) ; g_pVertexShaderBlob = NULL ; }
}
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bool ImGui_ImplDX11_Init ( ID3D11Device * device , ID3D11DeviceContext * device_context )
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{
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// Setup back-end capabilities flags
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . BackendRendererName = " imgui_impl_dx11 " ;
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io . BackendFlags | = ImGuiBackendFlags_RendererHasVtxOffset ; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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// Get factory from device
IDXGIDevice * pDXGIDevice = NULL ;
IDXGIAdapter * pDXGIAdapter = NULL ;
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IDXGIFactory * pFactory = NULL ;
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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 )
{
g_pd3dDevice = device ;
g_pd3dDeviceContext = device_context ;
g_pFactory = pFactory ;
}
if ( pDXGIDevice ) pDXGIDevice - > Release ( ) ;
if ( pDXGIAdapter ) pDXGIAdapter - > Release ( ) ;
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g_pd3dDevice - > AddRef ( ) ;
g_pd3dDeviceContext - > AddRef ( ) ;
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return true ;
}
void ImGui_ImplDX11_Shutdown ( )
{
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ImGui_ImplDX11_InvalidateDeviceObjects ( ) ;
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if ( g_pFactory ) { g_pFactory - > Release ( ) ; g_pFactory = NULL ; }
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if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = NULL ; }
if ( g_pd3dDeviceContext ) { g_pd3dDeviceContext - > Release ( ) ; g_pd3dDeviceContext = NULL ; }
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}
void ImGui_ImplDX11_NewFrame ( )
{
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if ( ! g_pFontSampler )
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ImGui_ImplDX11_CreateDeviceObjects ( ) ;
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}