// dear imgui: Renderer Backend for DirectX10 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // 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) // 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). // 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX10: 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. // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_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: DirectX10: Disabling depth-write. #include "imgui.h" #ifndef IMGUI_DISABLE #include "imgui_impl_dx10.h" // DirectX #include #include #include #include #ifdef _MSC_VER #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. #endif // DirectX data struct ImGui_ImplDX10_Data { ID3D10Device* pd3dDevice; IDXGIFactory* pFactory; ID3D10Buffer* pVB; ID3D10Buffer* pIB; ID3D10VertexShader* pVertexShader; ID3D10InputLayout* pInputLayout; ID3D10Buffer* pVertexConstantBuffer; ID3D10PixelShader* pPixelShader; ID3D10SamplerState* pFontSampler; ID3D10ShaderResourceView* pFontTextureView; ID3D10RasterizerState* pRasterizerState; ID3D10BlendState* pBlendState; ID3D10DepthStencilState* pDepthStencilState; int VertexBufferSize; int IndexBufferSize; ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; struct VERTEX_CONSTANT_BUFFER_DX10 { 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_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); // Setup viewport D3D10_VIEWPORT vp; memset(&vp, 0, sizeof(D3D10_VIEWPORT)); vp.Width = (UINT)draw_data->DisplaySize.x; vp.Height = (UINT)draw_data->DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0; device->RSSetViewports(1, &vp); // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; device->IASetInputLayout(bd->pInputLayout); device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); device->VSSetShader(bd->pVertexShader); device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); device->PSSetShader(bd->pPixelShader); device->PSSetSamplers(0, 1, &bd->pFontSampler); device->GSSetShader(nullptr); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); device->OMSetDepthStencilState(bd->pDepthStencilState, 0); device->RSSetState(bd->pRasterizerState); } // Render function void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ID3D10Device* device = bd->pd3dDevice; // 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; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (device->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; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) return; } // Copy and convert all vertices into a single contiguous buffer ImDrawVert* vtx_dst = nullptr; ImDrawIdx* idx_dst = nullptr; bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* draw_list = draw_data->CmdLists[n]; memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += draw_list->VtxBuffer.Size; idx_dst += draw_list->IdxBuffer.Size; } 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 { UINT ScissorRectsCount, ViewportsCount; D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; ID3D10RasterizerState* RS; ID3D10BlendState* BlendState; FLOAT BlendFactor[4]; UINT SampleMask; UINT StencilRef; ID3D10DepthStencilState* DepthStencilState; ID3D10ShaderResourceView* PSShaderResource; ID3D10SamplerState* PSSampler; ID3D10PixelShader* PS; ID3D10VertexShader* VS; ID3D10GeometryShader* GS; D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; DXGI_FORMAT IndexBufferFormat; ID3D10InputLayout* InputLayout; }; BACKUP_DX10_STATE old = {}; old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); device->RSGetViewports(&old.ViewportsCount, old.Viewports); device->RSGetState(&old.RS); device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); device->PSGetShaderResources(0, 1, &old.PSShaderResource); device->PSGetSamplers(0, 1, &old.PSSampler); device->PSGetShader(&old.PS); device->VSGetShader(&old.VS); device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); device->GSGetShader(&old.GS); device->IAGetPrimitiveTopology(&old.PrimitiveTopology); device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); device->IAGetInputLayout(&old.InputLayout); // Setup desired DX state ImGui_ImplDX10_SetupRenderState(draw_data, device); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* draw_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // 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_ImplDX10_SetupRenderState(draw_data, device); else pcmd->UserCallback(draw_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 D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; device->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); device->PSSetShaderResources(0, 1, &texture_srv); device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } } global_idx_offset += draw_list->IdxBuffer.Size; global_vtx_offset += draw_list->VtxBuffer.Size; } // Restore modified DX state device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); device->RSSetViewports(old.ViewportsCount, old.Viewports); device->RSSetState(old.RS); if (old.RS) old.RS->Release(); device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); device->PSSetShader(old.PS); if (old.PS) old.PS->Release(); device->VSSetShader(old.VS); if (old.VS) old.VS->Release(); device->GSSetShader(old.GS); if (old.GS) old.GS->Release(); device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); device->IASetPrimitiveTopology(old.PrimitiveTopology); device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } static void ImGui_ImplDX10_CreateFontsTexture() { // Build texture atlas ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Upload texture to graphics system { D3D10_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 = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; ID3D10Texture2D* pTexture = nullptr; D3D10_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 D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; ZeroMemory(&srv_desc, sizeof(srv_desc)); srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = desc.MipLevels; srv_desc.Texture2D.MostDetailedMip = 0; bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &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) { D3D10_SAMPLER_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; desc.MipLODBias = 0.f; desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; desc.MinLOD = 0.f; desc.MaxLOD = 0.f; bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } } bool ImGui_ImplDX10_CreateDeviceObjects() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); if (!bd->pd3dDevice) return false; if (bd->pFontSampler) ImGui_ImplDX10_InvalidateDeviceObjects(); // By using D3DCompile() from / 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 DX10 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(), &bd->pVertexShader) != S_OK) { vertexShaderBlob->Release(); return false; } // Create the input layout D3D10_INPUT_ELEMENT_DESC local_layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_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 { D3D10_BUFFER_DESC desc; desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_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(), &bd->pPixelShader) != S_OK) { pixelShaderBlob->Release(); return false; } pixelShaderBlob->Release(); } // Create the blending setup { D3D10_BLEND_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.AlphaToCoverageEnable = false; desc.BlendEnable[0] = true; desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOp = D3D10_BLEND_OP_ADD; desc.SrcBlendAlpha = D3D10_BLEND_ONE; desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); } // Create the rasterizer state { D3D10_RASTERIZER_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.FillMode = D3D10_FILL_SOLID; desc.CullMode = D3D10_CULL_NONE; desc.ScissorEnable = true; desc.DepthClipEnable = true; bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); } // Create depth-stencil State { D3D10_DEPTH_STENCIL_DESC desc; ZeroMemory(&desc, sizeof(desc)); desc.DepthEnable = false; desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; desc.DepthFunc = D3D10_COMPARISON_ALWAYS; desc.StencilEnable = false; desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); } ImGui_ImplDX10_CreateFontsTexture(); return true; } void ImGui_ImplDX10_InvalidateDeviceObjects() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_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 bd->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_ImplDX10_Init(ID3D10Device* device) { ImGuiIO& io = ImGui::GetIO(); IMGUI_CHECKVERSION(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx10"; 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->pFactory = pFactory; } if (pDXGIDevice) pDXGIDevice->Release(); if (pDXGIAdapter) pDXGIAdapter->Release(); bd->pd3dDevice->AddRef(); return true; } void ImGui_ImplDX10_Shutdown() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX10_InvalidateDeviceObjects(); if (bd->pFactory) { bd->pFactory->Release(); } if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; IM_DELETE(bd); } void ImGui_ImplDX10_NewFrame() { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); if (!bd->pFontSampler) ImGui_ImplDX10_CreateDeviceObjects(); } //----------------------------------------------------------------------------- #endif // #ifndef IMGUI_DISABLE