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 // 2018-12-03: 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 // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
16 // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
17 // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
18 // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
19 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_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: DirectX11: Disabling depth-write.
22
23 #include "imgui.h"
24 #include "imgui_impl_dx11.h"
25
26 // DirectX
27 #include <stdio.h>
28 #include <d3d11.h>
29 #include <d3dcompiler.h>
30 #ifdef _MSC_VER
31 #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
32 #endif
33
34 // DirectX data
35 static ID3D11Device* g_pd3dDevice = NULL;
36 static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
37 static IDXGIFactory* g_pFactory = NULL;
38 static ID3D11Buffer* g_pVB = NULL;
39 static ID3D11Buffer* g_pIB = NULL;
40 static ID3D10Blob* g_pVertexShaderBlob = NULL;
41 static ID3D11VertexShader* g_pVertexShader = NULL;
42 static ID3D11InputLayout* g_pInputLayout = NULL;
43 static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
44 static ID3D10Blob* g_pPixelShaderBlob = NULL;
45 static ID3D11PixelShader* g_pPixelShader = NULL;
46 static ID3D11SamplerState* g_pFontSampler = NULL;
47 static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
48 static ID3D11RasterizerState* g_pRasterizerState = NULL;
49 static ID3D11BlendState* g_pBlendState = NULL;
50 static ID3D11DepthStencilState* 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_ImplDX11_RenderDrawData(ImDrawData * draw_data)60 void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
61 {
62 ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
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 D3D11_BUFFER_DESC desc;
70 memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
71 desc.Usage = D3D11_USAGE_DYNAMIC;
72 desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
73 desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
74 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
75 desc.MiscFlags = 0;
76 if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
77 return;
78 }
79 if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
80 {
81 if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
82 g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
83 D3D11_BUFFER_DESC desc;
84 memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
85 desc.Usage = D3D11_USAGE_DYNAMIC;
86 desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
87 desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
88 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
89 if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
90 return;
91 }
92
93 // Copy and convert all vertices into a single contiguous buffer
94 D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
95 if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
96 return;
97 if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
98 return;
99 ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
100 ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
101 for (int n = 0; n < draw_data->CmdListsCount; n++)
102 {
103 const ImDrawList* cmd_list = draw_data->CmdLists[n];
104 memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
105 memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
106 vtx_dst += cmd_list->VtxBuffer.Size;
107 idx_dst += cmd_list->IdxBuffer.Size;
108 }
109 ctx->Unmap(g_pVB, 0);
110 ctx->Unmap(g_pIB, 0);
111
112 // Setup orthographic projection matrix into our constant buffer
113 // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
114 {
115 D3D11_MAPPED_SUBRESOURCE mapped_resource;
116 if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
117 return;
118 VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
119 float L = draw_data->DisplayPos.x;
120 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
121 float T = draw_data->DisplayPos.y;
122 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
123 float mvp[4][4] =
124 {
125 { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
126 { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
127 { 0.0f, 0.0f, 0.5f, 0.0f },
128 { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
129 };
130 memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
131 ctx->Unmap(g_pVertexConstantBuffer, 0);
132 }
133
134 // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
135 struct BACKUP_DX11_STATE
136 {
137 UINT ScissorRectsCount, ViewportsCount;
138 D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
139 D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
140 ID3D11RasterizerState* RS;
141 ID3D11BlendState* BlendState;
142 FLOAT BlendFactor[4];
143 UINT SampleMask;
144 UINT StencilRef;
145 ID3D11DepthStencilState* DepthStencilState;
146 ID3D11ShaderResourceView* PSShaderResource;
147 ID3D11SamplerState* PSSampler;
148 ID3D11PixelShader* PS;
149 ID3D11VertexShader* VS;
150 UINT PSInstancesCount, VSInstancesCount;
151 ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
152 D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
153 ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
154 UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
155 DXGI_FORMAT IndexBufferFormat;
156 ID3D11InputLayout* InputLayout;
157 };
158 BACKUP_DX11_STATE old;
159 old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
160 ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
161 ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
162 ctx->RSGetState(&old.RS);
163 ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
164 ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
165 ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
166 ctx->PSGetSamplers(0, 1, &old.PSSampler);
167 old.PSInstancesCount = old.VSInstancesCount = 256;
168 ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
169 ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
170 ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
171 ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
172 ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
173 ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
174 ctx->IAGetInputLayout(&old.InputLayout);
175
176 // Setup viewport
177 D3D11_VIEWPORT vp;
178 memset(&vp, 0, sizeof(D3D11_VIEWPORT));
179 vp.Width = draw_data->DisplaySize.x;
180 vp.Height = draw_data->DisplaySize.y;
181 vp.MinDepth = 0.0f;
182 vp.MaxDepth = 1.0f;
183 vp.TopLeftX = vp.TopLeftY = 0;
184 ctx->RSSetViewports(1, &vp);
185
186 // Bind shader and vertex buffers
187 unsigned int stride = sizeof(ImDrawVert);
188 unsigned int offset = 0;
189 ctx->IASetInputLayout(g_pInputLayout);
190 ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
191 ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
192 ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
193 ctx->VSSetShader(g_pVertexShader, NULL, 0);
194 ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
195 ctx->PSSetShader(g_pPixelShader, NULL, 0);
196 ctx->PSSetSamplers(0, 1, &g_pFontSampler);
197
198 // Setup render state
199 const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
200 ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
201 ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
202 ctx->RSSetState(g_pRasterizerState);
203
204 // Render command lists
205 int vtx_offset = 0;
206 int idx_offset = 0;
207 ImVec2 pos = draw_data->DisplayPos;
208 for (int n = 0; n < draw_data->CmdListsCount; n++)
209 {
210 const ImDrawList* cmd_list = draw_data->CmdLists[n];
211 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
212 {
213 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
214 if (pcmd->UserCallback)
215 {
216 // User callback (registered via ImDrawList::AddCallback)
217 pcmd->UserCallback(cmd_list, pcmd);
218 }
219 else
220 {
221 // Apply scissor/clipping rectangle
222 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) };
223 ctx->RSSetScissorRects(1, &r);
224
225 // Bind texture, Draw
226 ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
227 ctx->PSSetShaderResources(0, 1, &texture_srv);
228 ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
229 }
230 idx_offset += pcmd->ElemCount;
231 }
232 vtx_offset += cmd_list->VtxBuffer.Size;
233 }
234
235 // Restore modified DX state
236 ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
237 ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
238 ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
239 ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
240 ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
241 ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
242 ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
243 ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
244 for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
245 ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
246 ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
247 for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
248 ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
249 ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
250 ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
251 ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
252 }
253
ImGui_ImplDX11_CreateFontsTexture()254 static void ImGui_ImplDX11_CreateFontsTexture()
255 {
256 // Build texture atlas
257 ImGuiIO& io = ImGui::GetIO();
258 unsigned char* pixels;
259 int width, height;
260 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
261
262 // Upload texture to graphics system
263 {
264 D3D11_TEXTURE2D_DESC desc;
265 ZeroMemory(&desc, sizeof(desc));
266 desc.Width = width;
267 desc.Height = height;
268 desc.MipLevels = 1;
269 desc.ArraySize = 1;
270 desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
271 desc.SampleDesc.Count = 1;
272 desc.Usage = D3D11_USAGE_DEFAULT;
273 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
274 desc.CPUAccessFlags = 0;
275
276 ID3D11Texture2D *pTexture = NULL;
277 D3D11_SUBRESOURCE_DATA subResource;
278 subResource.pSysMem = pixels;
279 subResource.SysMemPitch = desc.Width * 4;
280 subResource.SysMemSlicePitch = 0;
281 g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
282
283 // Create texture view
284 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
285 ZeroMemory(&srvDesc, sizeof(srvDesc));
286 srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
287 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
288 srvDesc.Texture2D.MipLevels = desc.MipLevels;
289 srvDesc.Texture2D.MostDetailedMip = 0;
290 g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
291 pTexture->Release();
292 }
293
294 // Store our identifier
295 io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
296
297 // Create texture sampler
298 {
299 D3D11_SAMPLER_DESC desc;
300 ZeroMemory(&desc, sizeof(desc));
301 desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
302 desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
303 desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
304 desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
305 desc.MipLODBias = 0.f;
306 desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
307 desc.MinLOD = 0.f;
308 desc.MaxLOD = 0.f;
309 g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
310 }
311 }
312
ImGui_ImplDX11_CreateDeviceObjects()313 bool ImGui_ImplDX11_CreateDeviceObjects()
314 {
315 if (!g_pd3dDevice)
316 return false;
317 if (g_pFontSampler)
318 ImGui_ImplDX11_InvalidateDeviceObjects();
319
320 // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
321 // If you would like to use this DX11 sample code but remove this dependency you can:
322 // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
323 // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
324 // See https://github.com/ocornut/imgui/pull/638 for sources and details.
325
326 // Create the vertex shader
327 {
328 static const char* vertexShader =
329 "cbuffer vertexBuffer : register(b0) \
330 {\
331 float4x4 ProjectionMatrix; \
332 };\
333 struct VS_INPUT\
334 {\
335 float2 pos : POSITION;\
336 float4 col : COLOR0;\
337 float2 uv : TEXCOORD0;\
338 };\
339 \
340 struct PS_INPUT\
341 {\
342 float4 pos : SV_POSITION;\
343 float4 col : COLOR0;\
344 float2 uv : TEXCOORD0;\
345 };\
346 \
347 PS_INPUT main(VS_INPUT input)\
348 {\
349 PS_INPUT output;\
350 output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
351 output.col = input.col;\
352 output.uv = input.uv;\
353 return output;\
354 }";
355
356 D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
357 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!
358 return false;
359 if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
360 return false;
361
362 // Create the input layout
363 D3D11_INPUT_ELEMENT_DESC local_layout[] =
364 {
365 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
366 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
367 { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
368 };
369 if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
370 return false;
371
372 // Create the constant buffer
373 {
374 D3D11_BUFFER_DESC desc;
375 desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
376 desc.Usage = D3D11_USAGE_DYNAMIC;
377 desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
378 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
379 desc.MiscFlags = 0;
380 g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
381 }
382 }
383
384 // Create the pixel shader
385 {
386 static const char* pixelShader =
387 "struct PS_INPUT\
388 {\
389 float4 pos : SV_POSITION;\
390 float4 col : COLOR0;\
391 float2 uv : TEXCOORD0;\
392 };\
393 sampler sampler0;\
394 Texture2D texture0;\
395 \
396 float4 main(PS_INPUT input) : SV_Target\
397 {\
398 float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
399 return out_col; \
400 }";
401
402 D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
403 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!
404 return false;
405 if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
406 return false;
407 }
408
409 // Create the blending setup
410 {
411 D3D11_BLEND_DESC desc;
412 ZeroMemory(&desc, sizeof(desc));
413 desc.AlphaToCoverageEnable = false;
414 desc.RenderTarget[0].BlendEnable = true;
415 desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
416 desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
417 desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
418 desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
419 desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
420 desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
421 desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
422 g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
423 }
424
425 // Create the rasterizer state
426 {
427 D3D11_RASTERIZER_DESC desc;
428 ZeroMemory(&desc, sizeof(desc));
429 desc.FillMode = D3D11_FILL_SOLID;
430 desc.CullMode = D3D11_CULL_NONE;
431 desc.ScissorEnable = true;
432 desc.DepthClipEnable = true;
433 g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
434 }
435
436 // Create depth-stencil State
437 {
438 D3D11_DEPTH_STENCIL_DESC desc;
439 ZeroMemory(&desc, sizeof(desc));
440 desc.DepthEnable = false;
441 desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
442 desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
443 desc.StencilEnable = false;
444 desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
445 desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
446 desc.BackFace = desc.FrontFace;
447 g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
448 }
449
450 ImGui_ImplDX11_CreateFontsTexture();
451
452 return true;
453 }
454
ImGui_ImplDX11_InvalidateDeviceObjects()455 void ImGui_ImplDX11_InvalidateDeviceObjects()
456 {
457 if (!g_pd3dDevice)
458 return;
459
460 if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
461 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.
462 if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
463 if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
464
465 if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
466 if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
467 if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
468 if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
469 if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
470 if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
471 if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
472 if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
473 if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
474 }
475
ImGui_ImplDX11_Init(ID3D11Device * device,ID3D11DeviceContext * device_context)476 bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
477 {
478 ImGuiIO& io = ImGui::GetIO();
479 io.BackendRendererName = "imgui_impl_dx11";
480
481 // Get factory from device
482 IDXGIDevice* pDXGIDevice = NULL;
483 IDXGIAdapter* pDXGIAdapter = NULL;
484 IDXGIFactory* pFactory = NULL;
485
486 if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
487 if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
488 if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
489 {
490 g_pd3dDevice = device;
491 g_pd3dDeviceContext = device_context;
492 g_pFactory = pFactory;
493 }
494 if (pDXGIDevice) pDXGIDevice->Release();
495 if (pDXGIAdapter) pDXGIAdapter->Release();
496
497 return true;
498 }
499
ImGui_ImplDX11_Shutdown()500 void ImGui_ImplDX11_Shutdown()
501 {
502 ImGui_ImplDX11_InvalidateDeviceObjects();
503 if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
504 g_pd3dDevice = NULL;
505 g_pd3dDeviceContext = NULL;
506 }
507
ImGui_ImplDX11_NewFrame()508 void ImGui_ImplDX11_NewFrame()
509 {
510 if (!g_pFontSampler)
511 ImGui_ImplDX11_CreateDeviceObjects();
512 }
513