1 // dear imgui: Renderer for DirectX11
2 // This needs to be used along with a Platform Binding (e.g. Win32)
3 
4 // Implemented features:
5 //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
6 
7 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
8 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
9 // https://github.com/ocornut/imgui
10 
11 // CHANGELOG
12 // (minor and older changes stripped away, please see git history for details)
13 //  2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
14 //  2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
15 //  2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
16 //  2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
17 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
18 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
19 //  2016-05-07: DirectX11: Disabling depth-write.
20 
21 #include "imgui.h"
22 #include "imgui_impl_dx11.h"
23 
24 // DirectX
25 #include <stdio.h>
26 #include <d3d11.h>
27 #include <d3dcompiler.h>
28 
29 // DirectX data
30 static ID3D11Device*            g_pd3dDevice = NULL;
31 static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
32 static IDXGIFactory*            g_pFactory = NULL;
33 static ID3D11Buffer*            g_pVB = NULL;
34 static ID3D11Buffer*            g_pIB = NULL;
35 static ID3D10Blob*              g_pVertexShaderBlob = NULL;
36 static ID3D11VertexShader*      g_pVertexShader = NULL;
37 static ID3D11InputLayout*       g_pInputLayout = NULL;
38 static ID3D11Buffer*            g_pVertexConstantBuffer = NULL;
39 static ID3D10Blob*              g_pPixelShaderBlob = NULL;
40 static ID3D11PixelShader*       g_pPixelShader = NULL;
41 static ID3D11SamplerState*      g_pFontSampler = NULL;
42 static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
43 static ID3D11RasterizerState*   g_pRasterizerState = NULL;
44 static ID3D11BlendState*        g_pBlendState = NULL;
45 static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
46 static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
47 
48 struct VERTEX_CONSTANT_BUFFER
49 {
50     float   mvp[4][4];
51 };
52 
53 // Render function
54 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
ImGui_ImplDX11_RenderDrawData(ImDrawData * draw_data)55 void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
56 {
57     ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
58 
59     // Create and grow vertex/index buffers if needed
60     if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
61     {
62         if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
63         g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
64         D3D11_BUFFER_DESC desc;
65         memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
66         desc.Usage = D3D11_USAGE_DYNAMIC;
67         desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
68         desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
69         desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
70         desc.MiscFlags = 0;
71         if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
72             return;
73     }
74     if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
75     {
76         if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
77         g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
78         D3D11_BUFFER_DESC desc;
79         memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
80         desc.Usage = D3D11_USAGE_DYNAMIC;
81         desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
82         desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
83         desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
84         if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
85             return;
86     }
87 
88     // Copy and convert all vertices into a single contiguous buffer
89     D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
90     if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
91         return;
92     if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
93         return;
94     ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
95     ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
96     for (int n = 0; n < draw_data->CmdListsCount; n++)
97     {
98         const ImDrawList* cmd_list = draw_data->CmdLists[n];
99         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
100         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
101         vtx_dst += cmd_list->VtxBuffer.Size;
102         idx_dst += cmd_list->IdxBuffer.Size;
103     }
104     ctx->Unmap(g_pVB, 0);
105     ctx->Unmap(g_pIB, 0);
106 
107     // Setup orthographic projection matrix into our constant buffer
108     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
109     {
110         D3D11_MAPPED_SUBRESOURCE mapped_resource;
111         if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
112             return;
113         VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
114         float L = draw_data->DisplayPos.x;
115         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
116         float T = draw_data->DisplayPos.y;
117         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
118         float mvp[4][4] =
119         {
120             { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
121             { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
122             { 0.0f,         0.0f,           0.5f,       0.0f },
123             { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
124         };
125         memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
126         ctx->Unmap(g_pVertexConstantBuffer, 0);
127     }
128 
129     // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
130     struct BACKUP_DX11_STATE
131     {
132         UINT                        ScissorRectsCount, ViewportsCount;
133         D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
134         D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
135         ID3D11RasterizerState*      RS;
136         ID3D11BlendState*           BlendState;
137         FLOAT                       BlendFactor[4];
138         UINT                        SampleMask;
139         UINT                        StencilRef;
140         ID3D11DepthStencilState*    DepthStencilState;
141         ID3D11ShaderResourceView*   PSShaderResource;
142         ID3D11SamplerState*         PSSampler;
143         ID3D11PixelShader*          PS;
144         ID3D11VertexShader*         VS;
145         UINT                        PSInstancesCount, VSInstancesCount;
146         ID3D11ClassInstance*        PSInstances[256], *VSInstances[256];   // 256 is max according to PSSetShader documentation
147         D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
148         ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
149         UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
150         DXGI_FORMAT                 IndexBufferFormat;
151         ID3D11InputLayout*          InputLayout;
152     };
153     BACKUP_DX11_STATE old;
154     old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
155     ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
156     ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
157     ctx->RSGetState(&old.RS);
158     ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
159     ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
160     ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
161     ctx->PSGetSamplers(0, 1, &old.PSSampler);
162     old.PSInstancesCount = old.VSInstancesCount = 256;
163     ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
164     ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
165     ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
166     ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
167     ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
168     ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
169     ctx->IAGetInputLayout(&old.InputLayout);
170 
171     // Setup viewport
172     D3D11_VIEWPORT vp;
173     memset(&vp, 0, sizeof(D3D11_VIEWPORT));
174     vp.Width =  draw_data->DisplaySize.x;
175     vp.Height = draw_data->DisplaySize.y;
176     vp.MinDepth = 0.0f;
177     vp.MaxDepth = 1.0f;
178     vp.TopLeftX = vp.TopLeftY = 0;
179     ctx->RSSetViewports(1, &vp);
180 
181     // Bind shader and vertex buffers
182     unsigned int stride = sizeof(ImDrawVert);
183     unsigned int offset = 0;
184     ctx->IASetInputLayout(g_pInputLayout);
185     ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
186     ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
187     ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
188     ctx->VSSetShader(g_pVertexShader, NULL, 0);
189     ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
190     ctx->PSSetShader(g_pPixelShader, NULL, 0);
191     ctx->PSSetSamplers(0, 1, &g_pFontSampler);
192 
193     // Setup render state
194     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
195     ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
196     ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
197     ctx->RSSetState(g_pRasterizerState);
198 
199     // Render command lists
200     int vtx_offset = 0;
201     int idx_offset = 0;
202     ImVec2 pos = draw_data->DisplayPos;
203     for (int n = 0; n < draw_data->CmdListsCount; n++)
204     {
205         const ImDrawList* cmd_list = draw_data->CmdLists[n];
206         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
207         {
208             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
209             if (pcmd->UserCallback)
210             {
211                 // User callback (registered via ImDrawList::AddCallback)
212                 pcmd->UserCallback(cmd_list, pcmd);
213             }
214             else
215             {
216                 // Apply scissor/clipping rectangle
217                 const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
218                 ctx->RSSetScissorRects(1, &r);
219 
220                 // Bind texture, Draw
221                 ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
222                 ctx->PSSetShaderResources(0, 1, &texture_srv);
223                 ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
224             }
225             idx_offset += pcmd->ElemCount;
226         }
227         vtx_offset += cmd_list->VtxBuffer.Size;
228     }
229 
230     // Restore modified DX state
231     ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
232     ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
233     ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
234     ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
235     ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
236     ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
237     ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
238     ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
239     for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
240     ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
241     ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
242     for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
243     ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
244     ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
245     ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
246     ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
247 }
248 
ImGui_ImplDX11_CreateFontsTexture()249 static void ImGui_ImplDX11_CreateFontsTexture()
250 {
251     // Build texture atlas
252     ImGuiIO& io = ImGui::GetIO();
253     unsigned char* pixels;
254     int width, height;
255     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
256 
257     // Upload texture to graphics system
258     {
259         D3D11_TEXTURE2D_DESC desc;
260         ZeroMemory(&desc, sizeof(desc));
261         desc.Width = width;
262         desc.Height = height;
263         desc.MipLevels = 1;
264         desc.ArraySize = 1;
265         desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
266         desc.SampleDesc.Count = 1;
267         desc.Usage = D3D11_USAGE_DEFAULT;
268         desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
269         desc.CPUAccessFlags = 0;
270 
271         ID3D11Texture2D *pTexture = NULL;
272         D3D11_SUBRESOURCE_DATA subResource;
273         subResource.pSysMem = pixels;
274         subResource.SysMemPitch = desc.Width * 4;
275         subResource.SysMemSlicePitch = 0;
276         g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
277 
278         // Create texture view
279         D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
280         ZeroMemory(&srvDesc, sizeof(srvDesc));
281         srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
282         srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
283         srvDesc.Texture2D.MipLevels = desc.MipLevels;
284         srvDesc.Texture2D.MostDetailedMip = 0;
285         g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
286         pTexture->Release();
287     }
288 
289     // Store our identifier
290     io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
291 
292     // Create texture sampler
293     {
294         D3D11_SAMPLER_DESC desc;
295         ZeroMemory(&desc, sizeof(desc));
296         desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
297         desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
298         desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
299         desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
300         desc.MipLODBias = 0.f;
301         desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
302         desc.MinLOD = 0.f;
303         desc.MaxLOD = 0.f;
304         g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
305     }
306 }
307 
ImGui_ImplDX11_CreateDeviceObjects()308 bool    ImGui_ImplDX11_CreateDeviceObjects()
309 {
310     if (!g_pd3dDevice)
311         return false;
312     if (g_pFontSampler)
313         ImGui_ImplDX11_InvalidateDeviceObjects();
314 
315     // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
316     // If you would like to use this DX11 sample code but remove this dependency you can:
317     //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
318     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
319     // See https://github.com/ocornut/imgui/pull/638 for sources and details.
320 
321     // Create the vertex shader
322     {
323         static const char* vertexShader =
324             "cbuffer vertexBuffer : register(b0) \
325             {\
326             float4x4 ProjectionMatrix; \
327             };\
328             struct VS_INPUT\
329             {\
330             float2 pos : POSITION;\
331             float4 col : COLOR0;\
332             float2 uv  : TEXCOORD0;\
333             };\
334             \
335             struct PS_INPUT\
336             {\
337             float4 pos : SV_POSITION;\
338             float4 col : COLOR0;\
339             float2 uv  : TEXCOORD0;\
340             };\
341             \
342             PS_INPUT main(VS_INPUT input)\
343             {\
344             PS_INPUT output;\
345             output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
346             output.col = input.col;\
347             output.uv  = input.uv;\
348             return output;\
349             }";
350 
351         D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
352         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!
353             return false;
354         if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
355             return false;
356 
357         // Create the input layout
358         D3D11_INPUT_ELEMENT_DESC local_layout[] =
359         {
360             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
361             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
362             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
363         };
364         if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
365             return false;
366 
367         // Create the constant buffer
368         {
369             D3D11_BUFFER_DESC desc;
370             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
371             desc.Usage = D3D11_USAGE_DYNAMIC;
372             desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
373             desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
374             desc.MiscFlags = 0;
375             g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
376         }
377     }
378 
379     // Create the pixel shader
380     {
381         static const char* pixelShader =
382             "struct PS_INPUT\
383             {\
384             float4 pos : SV_POSITION;\
385             float4 col : COLOR0;\
386             float2 uv  : TEXCOORD0;\
387             };\
388             sampler sampler0;\
389             Texture2D texture0;\
390             \
391             float4 main(PS_INPUT input) : SV_Target\
392             {\
393             float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
394             return out_col; \
395             }";
396 
397         D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
398         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!
399             return false;
400         if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
401             return false;
402     }
403 
404     // Create the blending setup
405     {
406         D3D11_BLEND_DESC desc;
407         ZeroMemory(&desc, sizeof(desc));
408         desc.AlphaToCoverageEnable = false;
409         desc.RenderTarget[0].BlendEnable = true;
410         desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
411         desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
412         desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
413         desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
414         desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
415         desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
416         desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
417         g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
418     }
419 
420     // Create the rasterizer state
421     {
422         D3D11_RASTERIZER_DESC desc;
423         ZeroMemory(&desc, sizeof(desc));
424         desc.FillMode = D3D11_FILL_SOLID;
425         desc.CullMode = D3D11_CULL_NONE;
426         desc.ScissorEnable = true;
427         desc.DepthClipEnable = true;
428         g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
429     }
430 
431     // Create depth-stencil State
432     {
433         D3D11_DEPTH_STENCIL_DESC desc;
434         ZeroMemory(&desc, sizeof(desc));
435         desc.DepthEnable = false;
436         desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
437         desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
438         desc.StencilEnable = false;
439         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
440         desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
441         desc.BackFace = desc.FrontFace;
442         g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
443     }
444 
445     ImGui_ImplDX11_CreateFontsTexture();
446 
447     return true;
448 }
449 
ImGui_ImplDX11_InvalidateDeviceObjects()450 void    ImGui_ImplDX11_InvalidateDeviceObjects()
451 {
452     if (!g_pd3dDevice)
453         return;
454 
455     if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
456     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.
457     if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
458     if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
459 
460     if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
461     if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
462     if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
463     if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
464     if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
465     if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
466     if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
467     if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
468     if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
469 }
470 
ImGui_ImplDX11_Init(ID3D11Device * device,ID3D11DeviceContext * device_context)471 bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
472 {
473     // Get factory from device
474     IDXGIDevice* pDXGIDevice = NULL;
475     IDXGIAdapter* pDXGIAdapter = NULL;
476     IDXGIFactory* pFactory = NULL;
477 
478     if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
479         if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
480             if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
481             {
482                 g_pd3dDevice = device;
483                 g_pd3dDeviceContext = device_context;
484                 g_pFactory = pFactory;
485             }
486     if (pDXGIDevice) pDXGIDevice->Release();
487     if (pDXGIAdapter) pDXGIAdapter->Release();
488 
489     return true;
490 }
491 
ImGui_ImplDX11_Shutdown()492 void ImGui_ImplDX11_Shutdown()
493 {
494     ImGui_ImplDX11_InvalidateDeviceObjects();
495     if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
496     g_pd3dDevice = NULL;
497     g_pd3dDeviceContext = NULL;
498 }
499 
ImGui_ImplDX11_NewFrame()500 void ImGui_ImplDX11_NewFrame()
501 {
502     if (!g_pFontSampler)
503         ImGui_ImplDX11_CreateDeviceObjects();
504 }
505