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Examples: DX11: Cleanup state backup/restore code (#570)
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@ -116,45 +116,45 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
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g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
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}
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}
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// Capture all the state that will be modified to restore it afterwards
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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!)
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UINT oldNumScissorRects = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
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D3D11_RECT oldScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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struct BACKUP_DX11_STATE
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g_pd3dDeviceContext->RSGetScissorRects(&oldNumScissorRects, oldScissorRects);
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{
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ID3D11ShaderResourceView* pOldPSSRV0;
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UINT ScissorRectsCount, ViewportsCount;
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g_pd3dDeviceContext->PSGetShaderResources(0, 1, &pOldPSSRV0);
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D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D11RasterizerState* pOldRS;
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D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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g_pd3dDeviceContext->RSGetState(&pOldRS);
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ID3D11RasterizerState* RS;
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ID3D11BlendState* pOldBlendState;
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ID3D11BlendState* BlendState;
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FLOAT oldBlendFactor[4];
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FLOAT BlendFactor[4];
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UINT oldSampleMask;
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UINT SampleMask;
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g_pd3dDeviceContext->OMGetBlendState(&pOldBlendState, oldBlendFactor, &oldSampleMask);
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ID3D11ShaderResourceView* PSShaderResource;
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ID3D11SamplerState* pOldPSSampler;
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ID3D11SamplerState* PSSampler;
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g_pd3dDeviceContext->PSGetSamplers(0, 1, &pOldPSSampler);
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ID3D11PixelShader* PS;
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ID3D11PixelShader* pOldPS;
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ID3D11VertexShader* VS;
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ID3D11ClassInstance* pOldPSInstances[256]; // max according to PSSetShader documentation
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UINT PSInstancesCount, VSInstancesCount;
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UINT oldNumPSInstances = 256;
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ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
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g_pd3dDeviceContext->PSGetShader(&pOldPS, pOldPSInstances, &oldNumPSInstances);
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D11Buffer* pOldVSCBV;
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ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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g_pd3dDeviceContext->VSGetConstantBuffers(0, 1, &pOldVSCBV);
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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ID3D11VertexShader* pOldVS;
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DXGI_FORMAT IndexBufferFormat;
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ID3D11ClassInstance* pOldVSInstances[256]; // max according to VSSetShader documentation
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ID3D11InputLayout* InputLayout;
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UINT oldNumVSInstances = 256;
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};
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g_pd3dDeviceContext->VSGetShader(&pOldVS, pOldVSInstances, &oldNumVSInstances);
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BACKUP_DX11_STATE old;
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D3D11_PRIMITIVE_TOPOLOGY oldPrimitiveTopology;
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old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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g_pd3dDeviceContext->IAGetPrimitiveTopology(&oldPrimitiveTopology);
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ID3D11Buffer* pOldIndexBuffer;
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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DXGI_FORMAT oldIndexBufferFormat;
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ctx->RSGetState(&old.RS);
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UINT oldIndexBufferOffset;
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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g_pd3dDeviceContext->IAGetIndexBuffer(&pOldIndexBuffer, &oldIndexBufferFormat, &oldIndexBufferOffset);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ID3D11Buffer* pOldVertexBuffer;
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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UINT oldVertexBufferStride;
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old.PSInstancesCount = old.VSInstancesCount = 256;
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UINT oldVertexBufferOffset;
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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g_pd3dDeviceContext->IAGetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ID3D11InputLayout* pOldInputLayout;
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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g_pd3dDeviceContext->IAGetInputLayout(&pOldInputLayout);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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UINT oldNumViewports = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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D3D11_VIEWPORT oldViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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g_pd3dDeviceContext->RSGetViewports(&oldNumViewports, oldViewports);
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ctx->IAGetInputLayout(&old.InputLayout);
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// Setup viewport
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// Setup viewport
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{
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{
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@ -211,32 +211,22 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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vtx_offset += cmd_list->VtxBuffer.size();
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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}
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// Restore modified state
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// Restore modified DX state
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g_pd3dDeviceContext->RSSetScissorRects(oldNumScissorRects, oldScissorRects);
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ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, &pOldPSSRV0);
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ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
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if (pOldPSSRV0) pOldPSSRV0->Release();
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ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
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g_pd3dDeviceContext->RSSetState(pOldRS);
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ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
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if (pOldRS) pOldRS->Release();
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ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
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g_pd3dDeviceContext->OMSetBlendState(pOldBlendState, oldBlendFactor, oldSampleMask);
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ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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if (pOldBlendState) pOldBlendState->Release();
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ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
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g_pd3dDeviceContext->PSSetSamplers(0, 1, &pOldPSSampler);
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for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
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if (pOldPSSampler) pOldPSSampler->Release();
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ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
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g_pd3dDeviceContext->PSSetShader(pOldPS, pOldPSInstances, oldNumPSInstances);
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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if (pOldPS) pOldPS->Release();
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for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
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for (UINT i = 0; i < oldNumPSInstances; i++) if (pOldPSInstances[i]) pOldPSInstances[i]->Release();
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &pOldVSCBV);
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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if (pOldVSCBV) pOldVSCBV->Release();
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ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
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g_pd3dDeviceContext->VSSetShader(pOldVS, pOldVSInstances, oldNumVSInstances);
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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if (pOldVS) pOldVS->Release();
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for (UINT i = 0; i < oldNumVSInstances; i++) if (pOldVSInstances[i]) pOldVSInstances[i]->Release();
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g_pd3dDeviceContext->IASetPrimitiveTopology(oldPrimitiveTopology);
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g_pd3dDeviceContext->IASetIndexBuffer(pOldIndexBuffer, oldIndexBufferFormat, oldIndexBufferOffset);
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if (pOldIndexBuffer) pOldIndexBuffer->Release();
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g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &pOldVertexBuffer, &oldVertexBufferStride, &oldVertexBufferOffset);
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if (pOldVertexBuffer) pOldVertexBuffer->Release();
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g_pd3dDeviceContext->IASetInputLayout(pOldInputLayout);
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if (pOldInputLayout) pOldInputLayout->Release();
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g_pd3dDeviceContext->RSSetViewports(oldNumViewports, oldViewports);
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}
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}
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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