diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 15f0bb323..89499af0c 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -15,6 +15,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 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). @@ -95,7 +96,28 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* vp.TopLeftX = vp.TopLeftY = 0; device->RSSetViewports(1, &vp); - // Bind shader and vertex buffers + // 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. + void* mapped_resource; + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) + { + VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; + 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)); + bd->pVertexConstantBuffer->Unmap(); + } + + // Setup shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; device->IASetInputLayout(bd->pInputLayout); @@ -171,28 +193,6 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) bd->pVB->Unmap(); bd->pIB->Unmap(); - // 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. - { - void* mapped_resource; - if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) - return; - VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; - 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)); - bd->pVertexConstantBuffer->Unmap(); - } - // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX10_STATE { @@ -236,6 +236,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) // Setup desired DX state ImGui_ImplDX10_SetupRenderState(draw_data, device); + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX10_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.SamplerDefault = bd->pFontSampler; + render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; + platform_io.Renderer_RenderState = &render_state; // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) @@ -248,7 +255,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) + 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.) @@ -278,6 +285,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } + platform_io.Renderer_RenderState = nullptr; // Restore modified DX state device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h index 29f339370..d9f29987d 100644 --- a/backends/imgui_impl_dx10.h +++ b/backends/imgui_impl_dx10.h @@ -18,6 +18,8 @@ #ifndef IMGUI_DISABLE struct ID3D10Device; +struct ID3D10SamplerState; +struct ID3D10Buffer; // Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); @@ -29,4 +31,14 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX10_RenderState +{ + ID3D10Device* Device; + ID3D10SamplerState* SamplerDefault; + ID3D10Buffer* VertexConstantBuffer; +}; + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index bbd1633a2..b38fece26 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -136,7 +136,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. - // Setup blend state + // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index 4500f5a1f..81763b99c 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -74,6 +74,7 @@ Other changes: primarily for the purpose of making our examples simpler. - Backends: DX11: Expose vertex constant buffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handlers. (#6969, #5834, #7468, #3590) +- Backends: DX10: Expose ImGui_ImplDX10_RenderState for completeness. (#6969, #5834, #7468, #3590) - Examples: Added Win32+Vulkan example for completeness. (#8180) [@jristic]