1 // 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 // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
14 // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
15 // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
16 // 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.
17 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_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: DirectX10: Disabling depth-write.
20
21 #include "imgui.h"
22 #include "imgui_impl_dx10.h"
23
24 // DirectX
25 #include <stdio.h>
26 #include <d3d10_1.h>
27 #include <d3d10.h>
28 #include <d3dcompiler.h>
29
30 // DirectX data
31 static ID3D10Device* g_pd3dDevice = NULL;
32 static IDXGIFactory* g_pFactory = NULL;
33 static ID3D10Buffer* g_pVB = NULL;
34 static ID3D10Buffer* g_pIB = NULL;
35 static ID3D10Blob* g_pVertexShaderBlob = NULL;
36 static ID3D10VertexShader* g_pVertexShader = NULL;
37 static ID3D10InputLayout* g_pInputLayout = NULL;
38 static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
39 static ID3D10Blob* g_pPixelShaderBlob = NULL;
40 static ID3D10PixelShader* g_pPixelShader = NULL;
41 static ID3D10SamplerState* g_pFontSampler = NULL;
42 static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
43 static ID3D10RasterizerState* g_pRasterizerState = NULL;
44 static ID3D10BlendState* g_pBlendState = NULL;
45 static ID3D10DepthStencilState* 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_ImplDX10_RenderDrawData(ImDrawData * draw_data)55 void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
56 {
57 ID3D10Device* ctx = g_pd3dDevice;
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 D3D10_BUFFER_DESC desc;
65 memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
66 desc.Usage = D3D10_USAGE_DYNAMIC;
67 desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
68 desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
69 desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
70 desc.MiscFlags = 0;
71 if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
72 return;
73 }
74
75 if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
76 {
77 if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
78 g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
79 D3D10_BUFFER_DESC desc;
80 memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
81 desc.Usage = D3D10_USAGE_DYNAMIC;
82 desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
83 desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
84 desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
85 if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
86 return;
87 }
88
89 // Copy and convert all vertices into a single contiguous buffer
90 ImDrawVert* vtx_dst = NULL;
91 ImDrawIdx* idx_dst = NULL;
92 g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
93 g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
94 for (int n = 0; n < draw_data->CmdListsCount; n++)
95 {
96 const ImDrawList* cmd_list = draw_data->CmdLists[n];
97 memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
98 memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
99 vtx_dst += cmd_list->VtxBuffer.Size;
100 idx_dst += cmd_list->IdxBuffer.Size;
101 }
102 g_pVB->Unmap();
103 g_pIB->Unmap();
104
105 // Setup orthographic projection matrix into our constant buffer
106 // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
107 {
108 void* mapped_resource;
109 if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
110 return;
111 VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
112 float L = draw_data->DisplayPos.x;
113 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
114 float T = draw_data->DisplayPos.y;
115 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
116 float mvp[4][4] =
117 {
118 { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
119 { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
120 { 0.0f, 0.0f, 0.5f, 0.0f },
121 { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
122 };
123 memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
124 g_pVertexConstantBuffer->Unmap();
125 }
126
127 // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
128 struct BACKUP_DX10_STATE
129 {
130 UINT ScissorRectsCount, ViewportsCount;
131 D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
132 D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
133 ID3D10RasterizerState* RS;
134 ID3D10BlendState* BlendState;
135 FLOAT BlendFactor[4];
136 UINT SampleMask;
137 UINT StencilRef;
138 ID3D10DepthStencilState* DepthStencilState;
139 ID3D10ShaderResourceView* PSShaderResource;
140 ID3D10SamplerState* PSSampler;
141 ID3D10PixelShader* PS;
142 ID3D10VertexShader* VS;
143 D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
144 ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
145 UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
146 DXGI_FORMAT IndexBufferFormat;
147 ID3D10InputLayout* InputLayout;
148 };
149 BACKUP_DX10_STATE old;
150 old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
151 ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
152 ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
153 ctx->RSGetState(&old.RS);
154 ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
155 ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
156 ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
157 ctx->PSGetSamplers(0, 1, &old.PSSampler);
158 ctx->PSGetShader(&old.PS);
159 ctx->VSGetShader(&old.VS);
160 ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
161 ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
162 ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
163 ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
164 ctx->IAGetInputLayout(&old.InputLayout);
165
166 // Setup viewport
167 D3D10_VIEWPORT vp;
168 memset(&vp, 0, sizeof(D3D10_VIEWPORT));
169 vp.Width = (UINT)draw_data->DisplaySize.x;
170 vp.Height = (UINT)draw_data->DisplaySize.y;
171 vp.MinDepth = 0.0f;
172 vp.MaxDepth = 1.0f;
173 vp.TopLeftX = vp.TopLeftY = 0;
174 ctx->RSSetViewports(1, &vp);
175
176 // Bind shader and vertex buffers
177 unsigned int stride = sizeof(ImDrawVert);
178 unsigned int offset = 0;
179 ctx->IASetInputLayout(g_pInputLayout);
180 ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
181 ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
182 ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
183 ctx->VSSetShader(g_pVertexShader);
184 ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
185 ctx->PSSetShader(g_pPixelShader);
186 ctx->PSSetSamplers(0, 1, &g_pFontSampler);
187
188 // Setup render state
189 const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
190 ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
191 ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
192 ctx->RSSetState(g_pRasterizerState);
193
194 // Render command lists
195 int vtx_offset = 0;
196 int idx_offset = 0;
197 ImVec2 pos = draw_data->DisplayPos;
198 for (int n = 0; n < draw_data->CmdListsCount; n++)
199 {
200 const ImDrawList* cmd_list = draw_data->CmdLists[n];
201 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
202 {
203 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
204 if (pcmd->UserCallback)
205 {
206 // User callback (registered via ImDrawList::AddCallback)
207 pcmd->UserCallback(cmd_list, pcmd);
208 }
209 else
210 {
211 // Apply scissor/clipping rectangle
212 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)};
213 ctx->RSSetScissorRects(1, &r);
214
215 // Bind texture, Draw
216 ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
217 ctx->PSSetShaderResources(0, 1, &texture_srv);
218 ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
219 }
220 idx_offset += pcmd->ElemCount;
221 }
222 vtx_offset += cmd_list->VtxBuffer.Size;
223 }
224
225 // Restore modified DX state
226 ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
227 ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
228 ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
229 ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
230 ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
231 ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
232 ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
233 ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
234 ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
235 ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
236 ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
237 ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
238 ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
239 ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
240 }
241
ImGui_ImplDX10_CreateFontsTexture()242 static void ImGui_ImplDX10_CreateFontsTexture()
243 {
244 // Build texture atlas
245 ImGuiIO& io = ImGui::GetIO();
246 unsigned char* pixels;
247 int width, height;
248 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
249
250 // Upload texture to graphics system
251 {
252 D3D10_TEXTURE2D_DESC desc;
253 ZeroMemory(&desc, sizeof(desc));
254 desc.Width = width;
255 desc.Height = height;
256 desc.MipLevels = 1;
257 desc.ArraySize = 1;
258 desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
259 desc.SampleDesc.Count = 1;
260 desc.Usage = D3D10_USAGE_DEFAULT;
261 desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
262 desc.CPUAccessFlags = 0;
263
264 ID3D10Texture2D *pTexture = NULL;
265 D3D10_SUBRESOURCE_DATA subResource;
266 subResource.pSysMem = pixels;
267 subResource.SysMemPitch = desc.Width * 4;
268 subResource.SysMemSlicePitch = 0;
269 g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
270
271 // Create texture view
272 D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
273 ZeroMemory(&srv_desc, sizeof(srv_desc));
274 srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
275 srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
276 srv_desc.Texture2D.MipLevels = desc.MipLevels;
277 srv_desc.Texture2D.MostDetailedMip = 0;
278 g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
279 pTexture->Release();
280 }
281
282 // Store our identifier
283 io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
284
285 // Create texture sampler
286 {
287 D3D10_SAMPLER_DESC desc;
288 ZeroMemory(&desc, sizeof(desc));
289 desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
290 desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
291 desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
292 desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
293 desc.MipLODBias = 0.f;
294 desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
295 desc.MinLOD = 0.f;
296 desc.MaxLOD = 0.f;
297 g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
298 }
299 }
300
ImGui_ImplDX10_CreateDeviceObjects()301 bool ImGui_ImplDX10_CreateDeviceObjects()
302 {
303 if (!g_pd3dDevice)
304 return false;
305 if (g_pFontSampler)
306 ImGui_ImplDX10_InvalidateDeviceObjects();
307
308 // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
309 // If you would like to use this DX10 sample code but remove this dependency you can:
310 // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
311 // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
312 // See https://github.com/ocornut/imgui/pull/638 for sources and details.
313
314 // Create the vertex shader
315 {
316 static const char* vertexShader =
317 "cbuffer vertexBuffer : register(b0) \
318 {\
319 float4x4 ProjectionMatrix; \
320 };\
321 struct VS_INPUT\
322 {\
323 float2 pos : POSITION;\
324 float4 col : COLOR0;\
325 float2 uv : TEXCOORD0;\
326 };\
327 \
328 struct PS_INPUT\
329 {\
330 float4 pos : SV_POSITION;\
331 float4 col : COLOR0;\
332 float2 uv : TEXCOORD0;\
333 };\
334 \
335 PS_INPUT main(VS_INPUT input)\
336 {\
337 PS_INPUT output;\
338 output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
339 output.col = input.col;\
340 output.uv = input.uv;\
341 return output;\
342 }";
343
344 D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
345 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!
346 return false;
347 if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
348 return false;
349
350 // Create the input layout
351 D3D10_INPUT_ELEMENT_DESC local_layout[] =
352 {
353 { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
354 { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
355 { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
356 };
357 if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
358 return false;
359
360 // Create the constant buffer
361 {
362 D3D10_BUFFER_DESC desc;
363 desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
364 desc.Usage = D3D10_USAGE_DYNAMIC;
365 desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
366 desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
367 desc.MiscFlags = 0;
368 g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
369 }
370 }
371
372 // Create the pixel shader
373 {
374 static const char* pixelShader =
375 "struct PS_INPUT\
376 {\
377 float4 pos : SV_POSITION;\
378 float4 col : COLOR0;\
379 float2 uv : TEXCOORD0;\
380 };\
381 sampler sampler0;\
382 Texture2D texture0;\
383 \
384 float4 main(PS_INPUT input) : SV_Target\
385 {\
386 float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
387 return out_col; \
388 }";
389
390 D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
391 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!
392 return false;
393 if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
394 return false;
395 }
396
397 // Create the blending setup
398 {
399 D3D10_BLEND_DESC desc;
400 ZeroMemory(&desc, sizeof(desc));
401 desc.AlphaToCoverageEnable = false;
402 desc.BlendEnable[0] = true;
403 desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
404 desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
405 desc.BlendOp = D3D10_BLEND_OP_ADD;
406 desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
407 desc.DestBlendAlpha = D3D10_BLEND_ZERO;
408 desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
409 desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
410 g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
411 }
412
413 // Create the rasterizer state
414 {
415 D3D10_RASTERIZER_DESC desc;
416 ZeroMemory(&desc, sizeof(desc));
417 desc.FillMode = D3D10_FILL_SOLID;
418 desc.CullMode = D3D10_CULL_NONE;
419 desc.ScissorEnable = true;
420 desc.DepthClipEnable = true;
421 g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
422 }
423
424 // Create depth-stencil State
425 {
426 D3D10_DEPTH_STENCIL_DESC desc;
427 ZeroMemory(&desc, sizeof(desc));
428 desc.DepthEnable = false;
429 desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
430 desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
431 desc.StencilEnable = false;
432 desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
433 desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
434 desc.BackFace = desc.FrontFace;
435 g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
436 }
437
438 ImGui_ImplDX10_CreateFontsTexture();
439
440 return true;
441 }
442
ImGui_ImplDX10_InvalidateDeviceObjects()443 void ImGui_ImplDX10_InvalidateDeviceObjects()
444 {
445 if (!g_pd3dDevice)
446 return;
447
448 if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
449 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.
450 if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
451 if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
452
453 if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
454 if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
455 if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
456 if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
457 if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
458 if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
459 if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
460 if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
461 if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
462 }
463
ImGui_ImplDX10_Init(ID3D10Device * device)464 bool ImGui_ImplDX10_Init(ID3D10Device* device)
465 {
466 // Get factory from device
467 IDXGIDevice* pDXGIDevice = NULL;
468 IDXGIAdapter* pDXGIAdapter = NULL;
469 IDXGIFactory* pFactory = NULL;
470
471 if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
472 if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
473 if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
474 {
475 g_pd3dDevice = device;
476 g_pFactory = pFactory;
477 }
478 if (pDXGIDevice) pDXGIDevice->Release();
479 if (pDXGIAdapter) pDXGIAdapter->Release();
480
481 return true;
482 }
483
ImGui_ImplDX10_Shutdown()484 void ImGui_ImplDX10_Shutdown()
485 {
486 ImGui_ImplDX10_InvalidateDeviceObjects();
487 if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; }
488 g_pd3dDevice = NULL;
489 }
490
ImGui_ImplDX10_NewFrame()491 void ImGui_ImplDX10_NewFrame()
492 {
493 if (!g_pFontSampler)
494 ImGui_ImplDX10_CreateDeviceObjects();
495 }
496