1 // dear imgui: Renderer for DirectX10
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 'ID3D10ShaderResourceView*' 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 //  2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
14 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
15 //  2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
16 //  2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
17 //  2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
18 //  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 back-ends.
19 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
20 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
21 //  2016-05-07: DirectX10: Disabling depth-write.
22 
23 #include "imgui.h"
24 #include "imgui_impl_dx10.h"
25 
26 // DirectX
27 #include <stdio.h>
28 #include <d3d10_1.h>
29 #include <d3d10.h>
30 #include <d3dcompiler.h>
31 #ifdef _MSC_VER
32 #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
33 #endif
34 
35 // DirectX data
36 static ID3D10Device*            g_pd3dDevice = NULL;
37 static IDXGIFactory*            g_pFactory = NULL;
38 static ID3D10Buffer*            g_pVB = NULL;
39 static ID3D10Buffer*            g_pIB = NULL;
40 static ID3D10Blob*              g_pVertexShaderBlob = NULL;
41 static ID3D10VertexShader*      g_pVertexShader = NULL;
42 static ID3D10InputLayout*       g_pInputLayout = NULL;
43 static ID3D10Buffer*            g_pVertexConstantBuffer = NULL;
44 static ID3D10Blob*              g_pPixelShaderBlob = NULL;
45 static ID3D10PixelShader*       g_pPixelShader = NULL;
46 static ID3D10SamplerState*      g_pFontSampler = NULL;
47 static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
48 static ID3D10RasterizerState*   g_pRasterizerState = NULL;
49 static ID3D10BlendState*        g_pBlendState = NULL;
50 static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
51 static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
52 
53 struct VERTEX_CONSTANT_BUFFER
54 {
55     float   mvp[4][4];
56 };
57 
58 // Render function
59 // (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_ImplDX10_RenderDrawData(ImDrawData * draw_data)60 void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
61 {
62     ID3D10Device* ctx = g_pd3dDevice;
63 
64     // Create and grow vertex/index buffers if needed
65     if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
66     {
67         if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
68         g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
69         D3D10_BUFFER_DESC desc;
70         memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
71         desc.Usage = D3D10_USAGE_DYNAMIC;
72         desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
73         desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
74         desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
75         desc.MiscFlags = 0;
76         if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
77             return;
78     }
79 
80     if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
81     {
82         if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
83         g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
84         D3D10_BUFFER_DESC desc;
85         memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
86         desc.Usage = D3D10_USAGE_DYNAMIC;
87         desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
88         desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
89         desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
90         if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
91             return;
92     }
93 
94     // Copy and convert all vertices into a single contiguous buffer
95     ImDrawVert* vtx_dst = NULL;
96     ImDrawIdx* idx_dst = NULL;
97     g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
98     g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
99     for (int n = 0; n < draw_data->CmdListsCount; n++)
100     {
101         const ImDrawList* cmd_list = draw_data->CmdLists[n];
102         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
103         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
104         vtx_dst += cmd_list->VtxBuffer.Size;
105         idx_dst += cmd_list->IdxBuffer.Size;
106     }
107     g_pVB->Unmap();
108     g_pIB->Unmap();
109 
110     // Setup orthographic projection matrix into our constant buffer
111     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
112     {
113         void* mapped_resource;
114         if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
115             return;
116         VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
117         float L = draw_data->DisplayPos.x;
118         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
119         float T = draw_data->DisplayPos.y;
120         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
121         float mvp[4][4] =
122         {
123             { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
124             { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
125             { 0.0f,         0.0f,           0.5f,       0.0f },
126             { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
127         };
128         memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
129         g_pVertexConstantBuffer->Unmap();
130     }
131 
132     // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
133     struct BACKUP_DX10_STATE
134     {
135         UINT                        ScissorRectsCount, ViewportsCount;
136         D3D10_RECT                  ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
137         D3D10_VIEWPORT              Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
138         ID3D10RasterizerState*      RS;
139         ID3D10BlendState*           BlendState;
140         FLOAT                       BlendFactor[4];
141         UINT                        SampleMask;
142         UINT                        StencilRef;
143         ID3D10DepthStencilState*    DepthStencilState;
144         ID3D10ShaderResourceView*   PSShaderResource;
145         ID3D10SamplerState*         PSSampler;
146         ID3D10PixelShader*          PS;
147         ID3D10VertexShader*         VS;
148         D3D10_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
149         ID3D10Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
150         UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
151         DXGI_FORMAT                 IndexBufferFormat;
152         ID3D10InputLayout*          InputLayout;
153     };
154     BACKUP_DX10_STATE old;
155     old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
156     ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
157     ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
158     ctx->RSGetState(&old.RS);
159     ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
160     ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
161     ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
162     ctx->PSGetSamplers(0, 1, &old.PSSampler);
163     ctx->PSGetShader(&old.PS);
164     ctx->VSGetShader(&old.VS);
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     D3D10_VIEWPORT vp;
173     memset(&vp, 0, sizeof(D3D10_VIEWPORT));
174     vp.Width = (UINT)draw_data->DisplaySize.x;
175     vp.Height = (UINT)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(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
188     ctx->VSSetShader(g_pVertexShader);
189     ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
190     ctx->PSSetShader(g_pPixelShader);
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 D3D10_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                 ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)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); if (old.PS) old.PS->Release();
239     ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
240     ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
241     ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
242     ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
243     ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
244     ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
245 }
246 
ImGui_ImplDX10_CreateFontsTexture()247 static void ImGui_ImplDX10_CreateFontsTexture()
248 {
249     // Build texture atlas
250     ImGuiIO& io = ImGui::GetIO();
251     unsigned char* pixels;
252     int width, height;
253     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
254 
255     // Upload texture to graphics system
256     {
257         D3D10_TEXTURE2D_DESC desc;
258         ZeroMemory(&desc, sizeof(desc));
259         desc.Width = width;
260         desc.Height = height;
261         desc.MipLevels = 1;
262         desc.ArraySize = 1;
263         desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
264         desc.SampleDesc.Count = 1;
265         desc.Usage = D3D10_USAGE_DEFAULT;
266         desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
267         desc.CPUAccessFlags = 0;
268 
269         ID3D10Texture2D *pTexture = NULL;
270         D3D10_SUBRESOURCE_DATA subResource;
271         subResource.pSysMem = pixels;
272         subResource.SysMemPitch = desc.Width * 4;
273         subResource.SysMemSlicePitch = 0;
274         g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
275 
276         // Create texture view
277         D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
278         ZeroMemory(&srv_desc, sizeof(srv_desc));
279         srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
280         srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
281         srv_desc.Texture2D.MipLevels = desc.MipLevels;
282         srv_desc.Texture2D.MostDetailedMip = 0;
283         g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
284         pTexture->Release();
285     }
286 
287     // Store our identifier
288     io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
289 
290     // Create texture sampler
291     {
292         D3D10_SAMPLER_DESC desc;
293         ZeroMemory(&desc, sizeof(desc));
294         desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
295         desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
296         desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
297         desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
298         desc.MipLODBias = 0.f;
299         desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
300         desc.MinLOD = 0.f;
301         desc.MaxLOD = 0.f;
302         g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
303     }
304 }
305 
ImGui_ImplDX10_CreateDeviceObjects()306 bool    ImGui_ImplDX10_CreateDeviceObjects()
307 {
308     if (!g_pd3dDevice)
309         return false;
310     if (g_pFontSampler)
311         ImGui_ImplDX10_InvalidateDeviceObjects();
312 
313     // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
314     // If you would like to use this DX10 sample code but remove this dependency you can:
315     //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
316     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
317     // See https://github.com/ocornut/imgui/pull/638 for sources and details.
318 
319     // Create the vertex shader
320     {
321         static const char* vertexShader =
322             "cbuffer vertexBuffer : register(b0) \
323             {\
324             float4x4 ProjectionMatrix; \
325             };\
326             struct VS_INPUT\
327             {\
328             float2 pos : POSITION;\
329             float4 col : COLOR0;\
330             float2 uv  : TEXCOORD0;\
331             };\
332             \
333             struct PS_INPUT\
334             {\
335             float4 pos : SV_POSITION;\
336             float4 col : COLOR0;\
337             float2 uv  : TEXCOORD0;\
338             };\
339             \
340             PS_INPUT main(VS_INPUT input)\
341             {\
342             PS_INPUT output;\
343             output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
344             output.col = input.col;\
345             output.uv  = input.uv;\
346             return output;\
347             }";
348 
349         D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
350         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!
351             return false;
352         if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
353             return false;
354 
355         // Create the input layout
356         D3D10_INPUT_ELEMENT_DESC local_layout[] =
357         {
358             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
359             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
360             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
361         };
362         if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
363             return false;
364 
365         // Create the constant buffer
366         {
367             D3D10_BUFFER_DESC desc;
368             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
369             desc.Usage = D3D10_USAGE_DYNAMIC;
370             desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
371             desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
372             desc.MiscFlags = 0;
373             g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
374         }
375     }
376 
377     // Create the pixel shader
378     {
379         static const char* pixelShader =
380             "struct PS_INPUT\
381             {\
382             float4 pos : SV_POSITION;\
383             float4 col : COLOR0;\
384             float2 uv  : TEXCOORD0;\
385             };\
386             sampler sampler0;\
387             Texture2D texture0;\
388             \
389             float4 main(PS_INPUT input) : SV_Target\
390             {\
391             float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
392             return out_col; \
393             }";
394 
395         D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
396         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!
397             return false;
398         if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
399             return false;
400     }
401 
402     // Create the blending setup
403     {
404         D3D10_BLEND_DESC desc;
405         ZeroMemory(&desc, sizeof(desc));
406         desc.AlphaToCoverageEnable = false;
407         desc.BlendEnable[0] = true;
408         desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
409         desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
410         desc.BlendOp = D3D10_BLEND_OP_ADD;
411         desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
412         desc.DestBlendAlpha = D3D10_BLEND_ZERO;
413         desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
414         desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
415         g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
416     }
417 
418     // Create the rasterizer state
419     {
420         D3D10_RASTERIZER_DESC desc;
421         ZeroMemory(&desc, sizeof(desc));
422         desc.FillMode = D3D10_FILL_SOLID;
423         desc.CullMode = D3D10_CULL_NONE;
424         desc.ScissorEnable = true;
425         desc.DepthClipEnable = true;
426         g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
427     }
428 
429     // Create depth-stencil State
430     {
431         D3D10_DEPTH_STENCIL_DESC desc;
432         ZeroMemory(&desc, sizeof(desc));
433         desc.DepthEnable = false;
434         desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
435         desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
436         desc.StencilEnable = false;
437         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
438         desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
439         desc.BackFace = desc.FrontFace;
440         g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
441     }
442 
443     ImGui_ImplDX10_CreateFontsTexture();
444 
445     return true;
446 }
447 
ImGui_ImplDX10_InvalidateDeviceObjects()448 void    ImGui_ImplDX10_InvalidateDeviceObjects()
449 {
450     if (!g_pd3dDevice)
451         return;
452 
453     if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
454     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.
455     if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
456     if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
457 
458     if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
459     if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
460     if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
461     if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
462     if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
463     if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
464     if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
465     if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
466     if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
467 }
468 
ImGui_ImplDX10_Init(ID3D10Device * device)469 bool    ImGui_ImplDX10_Init(ID3D10Device* device)
470 {
471     ImGuiIO& io = ImGui::GetIO();
472     io.BackendRendererName = "imgui_impl_dx10";
473 
474     // Get factory from device
475     IDXGIDevice* pDXGIDevice = NULL;
476     IDXGIAdapter* pDXGIAdapter = NULL;
477     IDXGIFactory* pFactory = NULL;
478 
479     if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
480         if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
481             if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
482             {
483                 g_pd3dDevice = device;
484                 g_pFactory = pFactory;
485             }
486     if (pDXGIDevice) pDXGIDevice->Release();
487     if (pDXGIAdapter) pDXGIAdapter->Release();
488 
489     return true;
490 }
491 
ImGui_ImplDX10_Shutdown()492 void ImGui_ImplDX10_Shutdown()
493 {
494     ImGui_ImplDX10_InvalidateDeviceObjects();
495     if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
496     g_pd3dDevice = NULL;
497 }
498 
ImGui_ImplDX10_NewFrame()499 void ImGui_ImplDX10_NewFrame()
500 {
501     if (!g_pFontSampler)
502         ImGui_ImplDX10_CreateDeviceObjects();
503 }
504