1 // dear imgui: Renderer Backend for DirectX11
2 // This needs to be used along with a Platform Backend (e.g. Win32)
3
4 // Implemented features:
5 // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
6 // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
7 // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
8
9 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
10 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
11 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
12 // Read online: https://github.com/ocornut/imgui/tree/master/docs
13
14 // CHANGELOG
15 // (minor and older changes stripped away, please see git history for details)
16 // 2021-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
17 // 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).
18 // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
19 // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
20 // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
21 // 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
22 // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
23 // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
24 // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
25 // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
26 // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
27 // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
28 // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
29 // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
30 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
31 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
32 // 2016-05-07: DirectX11: Disabling depth-write.
33
34 #include "imgui.h"
35 #include "imgui_impl_dx11.h"
36
37 // DirectX
38 #include <stdio.h>
39 #include <d3d11.h>
40 #include <d3dcompiler.h>
41 #ifdef _MSC_VER
42 #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
43 #endif
44
45 // DirectX11 data
46 struct ImGui_ImplDX11_Data
47 {
48 ID3D11Device* pd3dDevice;
49 ID3D11DeviceContext* pd3dDeviceContext;
50 IDXGIFactory* pFactory;
51 ID3D11Buffer* pVB;
52 ID3D11Buffer* pIB;
53 ID3D11VertexShader* pVertexShader;
54 ID3D11InputLayout* pInputLayout;
55 ID3D11Buffer* pVertexConstantBuffer;
56 ID3D11PixelShader* pPixelShader;
57 ID3D11SamplerState* pFontSampler;
58 ID3D11ShaderResourceView* pFontTextureView;
59 ID3D11RasterizerState* pRasterizerState;
60 ID3D11BlendState* pBlendState;
61 ID3D11DepthStencilState* pDepthStencilState;
62 int VertexBufferSize;
63 int IndexBufferSize;
64
ImGui_ImplDX11_DataImGui_ImplDX11_Data65 ImGui_ImplDX11_Data() { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
66 };
67
68 struct VERTEX_CONSTANT_BUFFER
69 {
70 float mvp[4][4];
71 };
72
73 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
74 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
ImGui_ImplDX11_GetBackendData()75 static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
76 {
77 return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
78 }
79
80 // Forward Declarations
81 static void ImGui_ImplDX11_InitPlatformInterface();
82 static void ImGui_ImplDX11_ShutdownPlatformInterface();
83
84 // Functions
ImGui_ImplDX11_SetupRenderState(ImDrawData * draw_data,ID3D11DeviceContext * ctx)85 static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
86 {
87 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
88
89 // Setup viewport
90 D3D11_VIEWPORT vp;
91 memset(&vp, 0, sizeof(D3D11_VIEWPORT));
92 vp.Width = draw_data->DisplaySize.x;
93 vp.Height = draw_data->DisplaySize.y;
94 vp.MinDepth = 0.0f;
95 vp.MaxDepth = 1.0f;
96 vp.TopLeftX = vp.TopLeftY = 0;
97 ctx->RSSetViewports(1, &vp);
98
99 // Setup shader and vertex buffers
100 unsigned int stride = sizeof(ImDrawVert);
101 unsigned int offset = 0;
102 ctx->IASetInputLayout(bd->pInputLayout);
103 ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
104 ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
105 ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
106 ctx->VSSetShader(bd->pVertexShader, NULL, 0);
107 ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
108 ctx->PSSetShader(bd->pPixelShader, NULL, 0);
109 ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
110 ctx->GSSetShader(NULL, NULL, 0);
111 ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
112 ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
113 ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
114
115 // Setup blend state
116 const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
117 ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
118 ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
119 ctx->RSSetState(bd->pRasterizerState);
120 }
121
122 // Render function
ImGui_ImplDX11_RenderDrawData(ImDrawData * draw_data)123 void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
124 {
125 // Avoid rendering when minimized
126 if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
127 return;
128
129 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
130 ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
131
132 // Create and grow vertex/index buffers if needed
133 if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
134 {
135 if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
136 bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
137 D3D11_BUFFER_DESC desc;
138 memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
139 desc.Usage = D3D11_USAGE_DYNAMIC;
140 desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
141 desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
142 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
143 desc.MiscFlags = 0;
144 if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVB) < 0)
145 return;
146 }
147 if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
148 {
149 if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
150 bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
151 D3D11_BUFFER_DESC desc;
152 memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
153 desc.Usage = D3D11_USAGE_DYNAMIC;
154 desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
155 desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
156 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
157 if (bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pIB) < 0)
158 return;
159 }
160
161 // Upload vertex/index data into a single contiguous GPU buffer
162 D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
163 if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
164 return;
165 if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
166 return;
167 ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
168 ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
169 for (int n = 0; n < draw_data->CmdListsCount; n++)
170 {
171 const ImDrawList* cmd_list = draw_data->CmdLists[n];
172 memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
173 memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
174 vtx_dst += cmd_list->VtxBuffer.Size;
175 idx_dst += cmd_list->IdxBuffer.Size;
176 }
177 ctx->Unmap(bd->pVB, 0);
178 ctx->Unmap(bd->pIB, 0);
179
180 // Setup orthographic projection matrix into our constant buffer
181 // 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.
182 {
183 D3D11_MAPPED_SUBRESOURCE mapped_resource;
184 if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
185 return;
186 VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
187 float L = draw_data->DisplayPos.x;
188 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
189 float T = draw_data->DisplayPos.y;
190 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
191 float mvp[4][4] =
192 {
193 { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
194 { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
195 { 0.0f, 0.0f, 0.5f, 0.0f },
196 { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
197 };
198 memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
199 ctx->Unmap(bd->pVertexConstantBuffer, 0);
200 }
201
202 // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
203 struct BACKUP_DX11_STATE
204 {
205 UINT ScissorRectsCount, ViewportsCount;
206 D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
207 D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
208 ID3D11RasterizerState* RS;
209 ID3D11BlendState* BlendState;
210 FLOAT BlendFactor[4];
211 UINT SampleMask;
212 UINT StencilRef;
213 ID3D11DepthStencilState* DepthStencilState;
214 ID3D11ShaderResourceView* PSShaderResource;
215 ID3D11SamplerState* PSSampler;
216 ID3D11PixelShader* PS;
217 ID3D11VertexShader* VS;
218 ID3D11GeometryShader* GS;
219 UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
220 ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
221 D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
222 ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
223 UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
224 DXGI_FORMAT IndexBufferFormat;
225 ID3D11InputLayout* InputLayout;
226 };
227 BACKUP_DX11_STATE old = {};
228 old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
229 ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
230 ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
231 ctx->RSGetState(&old.RS);
232 ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
233 ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
234 ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
235 ctx->PSGetSamplers(0, 1, &old.PSSampler);
236 old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
237 ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
238 ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
239 ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
240 ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
241
242 ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
243 ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
244 ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
245 ctx->IAGetInputLayout(&old.InputLayout);
246
247 // Setup desired DX state
248 ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
249
250 // Render command lists
251 // (Because we merged all buffers into a single one, we maintain our own offset into them)
252 int global_idx_offset = 0;
253 int global_vtx_offset = 0;
254 ImVec2 clip_off = draw_data->DisplayPos;
255 for (int n = 0; n < draw_data->CmdListsCount; n++)
256 {
257 const ImDrawList* cmd_list = draw_data->CmdLists[n];
258 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
259 {
260 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
261 if (pcmd->UserCallback != NULL)
262 {
263 // User callback, registered via ImDrawList::AddCallback()
264 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
265 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
266 ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
267 else
268 pcmd->UserCallback(cmd_list, pcmd);
269 }
270 else
271 {
272 // Apply scissor/clipping rectangle
273 const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
274 ctx->RSSetScissorRects(1, &r);
275
276 // Bind texture, Draw
277 ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
278 ctx->PSSetShaderResources(0, 1, &texture_srv);
279 ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
280 }
281 }
282 global_idx_offset += cmd_list->IdxBuffer.Size;
283 global_vtx_offset += cmd_list->VtxBuffer.Size;
284 }
285
286 // Restore modified DX state
287 ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
288 ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
289 ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
290 ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
291 ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
292 ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
293 ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
294 ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
295 for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
296 ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
297 ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
298 ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
299 for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
300 ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
301 ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
302 ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
303 ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
304 }
305
ImGui_ImplDX11_CreateFontsTexture()306 static void ImGui_ImplDX11_CreateFontsTexture()
307 {
308 // Build texture atlas
309 ImGuiIO& io = ImGui::GetIO();
310 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
311 unsigned char* pixels;
312 int width, height;
313 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
314
315 // Upload texture to graphics system
316 {
317 D3D11_TEXTURE2D_DESC desc;
318 ZeroMemory(&desc, sizeof(desc));
319 desc.Width = width;
320 desc.Height = height;
321 desc.MipLevels = 1;
322 desc.ArraySize = 1;
323 desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
324 desc.SampleDesc.Count = 1;
325 desc.Usage = D3D11_USAGE_DEFAULT;
326 desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
327 desc.CPUAccessFlags = 0;
328
329 ID3D11Texture2D* pTexture = NULL;
330 D3D11_SUBRESOURCE_DATA subResource;
331 subResource.pSysMem = pixels;
332 subResource.SysMemPitch = desc.Width * 4;
333 subResource.SysMemSlicePitch = 0;
334 bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
335 IM_ASSERT(pTexture != NULL);
336
337 // Create texture view
338 D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
339 ZeroMemory(&srvDesc, sizeof(srvDesc));
340 srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
341 srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
342 srvDesc.Texture2D.MipLevels = desc.MipLevels;
343 srvDesc.Texture2D.MostDetailedMip = 0;
344 bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
345 pTexture->Release();
346 }
347
348 // Store our identifier
349 io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
350
351 // Create texture sampler
352 {
353 D3D11_SAMPLER_DESC desc;
354 ZeroMemory(&desc, sizeof(desc));
355 desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
356 desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
357 desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
358 desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
359 desc.MipLODBias = 0.f;
360 desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
361 desc.MinLOD = 0.f;
362 desc.MaxLOD = 0.f;
363 bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
364 }
365 }
366
ImGui_ImplDX11_CreateDeviceObjects()367 bool ImGui_ImplDX11_CreateDeviceObjects()
368 {
369 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
370 if (!bd->pd3dDevice)
371 return false;
372 if (bd->pFontSampler)
373 ImGui_ImplDX11_InvalidateDeviceObjects();
374
375 // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
376 // If you would like to use this DX11 sample code but remove this dependency you can:
377 // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
378 // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
379 // See https://github.com/ocornut/imgui/pull/638 for sources and details.
380
381 // Create the vertex shader
382 {
383 static const char* vertexShader =
384 "cbuffer vertexBuffer : register(b0) \
385 {\
386 float4x4 ProjectionMatrix; \
387 };\
388 struct VS_INPUT\
389 {\
390 float2 pos : POSITION;\
391 float4 col : COLOR0;\
392 float2 uv : TEXCOORD0;\
393 };\
394 \
395 struct PS_INPUT\
396 {\
397 float4 pos : SV_POSITION;\
398 float4 col : COLOR0;\
399 float2 uv : TEXCOORD0;\
400 };\
401 \
402 PS_INPUT main(VS_INPUT input)\
403 {\
404 PS_INPUT output;\
405 output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
406 output.col = input.col;\
407 output.uv = input.uv;\
408 return output;\
409 }";
410
411 ID3DBlob* vertexShaderBlob;
412 if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
413 return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
414 if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &bd->pVertexShader) != S_OK)
415 {
416 vertexShaderBlob->Release();
417 return false;
418 }
419
420 // Create the input layout
421 D3D11_INPUT_ELEMENT_DESC local_layout[] =
422 {
423 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
424 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
425 { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
426 };
427 if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
428 {
429 vertexShaderBlob->Release();
430 return false;
431 }
432 vertexShaderBlob->Release();
433
434 // Create the constant buffer
435 {
436 D3D11_BUFFER_DESC desc;
437 desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
438 desc.Usage = D3D11_USAGE_DYNAMIC;
439 desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
440 desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
441 desc.MiscFlags = 0;
442 bd->pd3dDevice->CreateBuffer(&desc, NULL, &bd->pVertexConstantBuffer);
443 }
444 }
445
446 // Create the pixel shader
447 {
448 static const char* pixelShader =
449 "struct PS_INPUT\
450 {\
451 float4 pos : SV_POSITION;\
452 float4 col : COLOR0;\
453 float2 uv : TEXCOORD0;\
454 };\
455 sampler sampler0;\
456 Texture2D texture0;\
457 \
458 float4 main(PS_INPUT input) : SV_Target\
459 {\
460 float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
461 return out_col; \
462 }";
463
464 ID3DBlob* pixelShaderBlob;
465 if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
466 return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
467 if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &bd->pPixelShader) != S_OK)
468 {
469 pixelShaderBlob->Release();
470 return false;
471 }
472 pixelShaderBlob->Release();
473 }
474
475 // Create the blending setup
476 {
477 D3D11_BLEND_DESC desc;
478 ZeroMemory(&desc, sizeof(desc));
479 desc.AlphaToCoverageEnable = false;
480 desc.RenderTarget[0].BlendEnable = true;
481 desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
482 desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
483 desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
484 desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
485 desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
486 desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
487 desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
488 bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
489 }
490
491 // Create the rasterizer state
492 {
493 D3D11_RASTERIZER_DESC desc;
494 ZeroMemory(&desc, sizeof(desc));
495 desc.FillMode = D3D11_FILL_SOLID;
496 desc.CullMode = D3D11_CULL_NONE;
497 desc.ScissorEnable = true;
498 desc.DepthClipEnable = true;
499 bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
500 }
501
502 // Create depth-stencil State
503 {
504 D3D11_DEPTH_STENCIL_DESC desc;
505 ZeroMemory(&desc, sizeof(desc));
506 desc.DepthEnable = false;
507 desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
508 desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
509 desc.StencilEnable = false;
510 desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
511 desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
512 desc.BackFace = desc.FrontFace;
513 bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
514 }
515
516 ImGui_ImplDX11_CreateFontsTexture();
517
518 return true;
519 }
520
ImGui_ImplDX11_InvalidateDeviceObjects()521 void ImGui_ImplDX11_InvalidateDeviceObjects()
522 {
523 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
524 if (!bd->pd3dDevice)
525 return;
526
527 if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = NULL; }
528 if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
529 if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
530 if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
531 if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = NULL; }
532 if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; }
533 if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; }
534 if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = NULL; }
535 if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; }
536 if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = NULL; }
537 if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = NULL; }
538 }
539
ImGui_ImplDX11_Init(ID3D11Device * device,ID3D11DeviceContext * device_context)540 bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
541 {
542 ImGuiIO& io = ImGui::GetIO();
543 IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
544
545 // Setup backend capabilities flags
546 ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
547 io.BackendRendererUserData = (void*)bd;
548 io.BackendRendererName = "imgui_impl_dx11";
549 io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
550 io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
551
552 // Get factory from device
553 IDXGIDevice* pDXGIDevice = NULL;
554 IDXGIAdapter* pDXGIAdapter = NULL;
555 IDXGIFactory* pFactory = NULL;
556
557 if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
558 if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
559 if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
560 {
561 bd->pd3dDevice = device;
562 bd->pd3dDeviceContext = device_context;
563 bd->pFactory = pFactory;
564 }
565 if (pDXGIDevice) pDXGIDevice->Release();
566 if (pDXGIAdapter) pDXGIAdapter->Release();
567 bd->pd3dDevice->AddRef();
568 bd->pd3dDeviceContext->AddRef();
569
570 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
571 ImGui_ImplDX11_InitPlatformInterface();
572
573 return true;
574 }
575
ImGui_ImplDX11_Shutdown()576 void ImGui_ImplDX11_Shutdown()
577 {
578 ImGuiIO& io = ImGui::GetIO();
579 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
580
581 ImGui_ImplDX11_ShutdownPlatformInterface();
582 ImGui_ImplDX11_InvalidateDeviceObjects();
583 if (bd->pFactory) { bd->pFactory->Release(); }
584 if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
585 if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
586 io.BackendRendererName = NULL;
587 io.BackendRendererUserData = NULL;
588 IM_DELETE(bd);
589 }
590
ImGui_ImplDX11_NewFrame()591 void ImGui_ImplDX11_NewFrame()
592 {
593 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
594 IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?");
595
596 if (!bd->pFontSampler)
597 ImGui_ImplDX11_CreateDeviceObjects();
598 }
599
600 //--------------------------------------------------------------------------------------------------------
601 // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
602 // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
603 // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
604 //--------------------------------------------------------------------------------------------------------
605
606 // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
607 struct ImGui_ImplDX11_ViewportData
608 {
609 IDXGISwapChain* SwapChain;
610 ID3D11RenderTargetView* RTView;
611
ImGui_ImplDX11_ViewportDataImGui_ImplDX11_ViewportData612 ImGui_ImplDX11_ViewportData() { SwapChain = NULL; RTView = NULL; }
~ImGui_ImplDX11_ViewportDataImGui_ImplDX11_ViewportData613 ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
614 };
615
ImGui_ImplDX11_CreateWindow(ImGuiViewport * viewport)616 static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport)
617 {
618 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
619 ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)();
620 viewport->RendererUserData = vd;
621
622 // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
623 // Some backend will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
624 HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
625 IM_ASSERT(hwnd != 0);
626
627 // Create swap chain
628 DXGI_SWAP_CHAIN_DESC sd;
629 ZeroMemory(&sd, sizeof(sd));
630 sd.BufferDesc.Width = (UINT)viewport->Size.x;
631 sd.BufferDesc.Height = (UINT)viewport->Size.y;
632 sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
633 sd.SampleDesc.Count = 1;
634 sd.SampleDesc.Quality = 0;
635 sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
636 sd.BufferCount = 1;
637 sd.OutputWindow = hwnd;
638 sd.Windowed = TRUE;
639 sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
640 sd.Flags = 0;
641
642 IM_ASSERT(vd->SwapChain == NULL && vd->RTView == NULL);
643 bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain);
644
645 // Create the render target
646 if (vd->SwapChain)
647 {
648 ID3D11Texture2D* pBackBuffer;
649 vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
650 bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
651 pBackBuffer->Release();
652 }
653 }
654
ImGui_ImplDX11_DestroyWindow(ImGuiViewport * viewport)655 static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport)
656 {
657 // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
658 if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData)
659 {
660 if (vd->SwapChain)
661 vd->SwapChain->Release();
662 vd->SwapChain = NULL;
663 if (vd->RTView)
664 vd->RTView->Release();
665 vd->RTView = NULL;
666 IM_DELETE(vd);
667 }
668 viewport->RendererUserData = NULL;
669 }
670
ImGui_ImplDX11_SetWindowSize(ImGuiViewport * viewport,ImVec2 size)671 static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
672 {
673 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
674 ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
675 if (vd->RTView)
676 {
677 vd->RTView->Release();
678 vd->RTView = NULL;
679 }
680 if (vd->SwapChain)
681 {
682 ID3D11Texture2D* pBackBuffer = NULL;
683 vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0);
684 vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
685 if (pBackBuffer == NULL) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; }
686 bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &vd->RTView);
687 pBackBuffer->Release();
688 }
689 }
690
ImGui_ImplDX11_RenderWindow(ImGuiViewport * viewport,void *)691 static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*)
692 {
693 ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
694 ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
695 ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
696 bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, NULL);
697 if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
698 bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color);
699 ImGui_ImplDX11_RenderDrawData(viewport->DrawData);
700 }
701
ImGui_ImplDX11_SwapBuffers(ImGuiViewport * viewport,void *)702 static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*)
703 {
704 ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData;
705 vd->SwapChain->Present(0, 0); // Present without vsync
706 }
707
ImGui_ImplDX11_InitPlatformInterface()708 static void ImGui_ImplDX11_InitPlatformInterface()
709 {
710 ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
711 platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow;
712 platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow;
713 platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize;
714 platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow;
715 platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers;
716 }
717
ImGui_ImplDX11_ShutdownPlatformInterface()718 static void ImGui_ImplDX11_ShutdownPlatformInterface()
719 {
720 ImGui::DestroyPlatformWindows();
721 }
722