imgui_impl_dx11.cpp 28 KB

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  1. // dear imgui: Renderer Backend for DirectX11
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  6. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  7. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  8. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  9. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  13. // 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).
  14. // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
  15. // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
  16. // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
  17. // 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.
  18. // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  19. // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  20. // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
  21. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  22. // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
  23. // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
  24. // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
  25. // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  26. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
  27. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  28. // 2016-05-07: DirectX11: Disabling depth-write.
  29. #include "imgui.h"
  30. #include "imgui_impl_dx11.h"
  31. // DirectX
  32. #include <stdio.h>
  33. #include <d3d11.h>
  34. #include <d3dcompiler.h>
  35. #ifdef _MSC_VER
  36. #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
  37. #endif
  38. // DirectX11 data
  39. struct ImGui_ImplDX11_Data
  40. {
  41. ID3D11Device* pd3dDevice;
  42. ID3D11DeviceContext* pd3dDeviceContext;
  43. IDXGIFactory* pFactory;
  44. ID3D11Buffer* pVB;
  45. ID3D11Buffer* pIB;
  46. ID3D11VertexShader* pVertexShader;
  47. ID3D11InputLayout* pInputLayout;
  48. ID3D11Buffer* pVertexConstantBuffer;
  49. ID3D11PixelShader* pPixelShader;
  50. ID3D11SamplerState* pFontSampler;
  51. ID3D11ShaderResourceView* pFontTextureView;
  52. ID3D11RasterizerState* pRasterizerState;
  53. ID3D11BlendState* pBlendState;
  54. ID3D11DepthStencilState* pDepthStencilState;
  55. int VertexBufferSize;
  56. int IndexBufferSize;
  57. ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
  58. };
  59. struct VERTEX_CONSTANT_BUFFER_DX11
  60. {
  61. float mvp[4][4];
  62. };
  63. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  64. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  65. static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
  66. {
  67. return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  68. }
  69. // Functions
  70. static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
  71. {
  72. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  73. // Setup viewport
  74. D3D11_VIEWPORT vp;
  75. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  76. vp.Width = draw_data->DisplaySize.x;
  77. vp.Height = draw_data->DisplaySize.y;
  78. vp.MinDepth = 0.0f;
  79. vp.MaxDepth = 1.0f;
  80. vp.TopLeftX = vp.TopLeftY = 0;
  81. ctx->RSSetViewports(1, &vp);
  82. // Setup shader and vertex buffers
  83. unsigned int stride = sizeof(ImDrawVert);
  84. unsigned int offset = 0;
  85. ctx->IASetInputLayout(bd->pInputLayout);
  86. ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
  87. ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  88. ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  89. ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
  90. ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
  91. ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
  92. ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
  93. ctx->GSSetShader(nullptr, nullptr, 0);
  94. ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  95. ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  96. ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
  97. // Setup blend state
  98. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  99. ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
  100. ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
  101. ctx->RSSetState(bd->pRasterizerState);
  102. }
  103. // Render function
  104. void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  105. {
  106. // Avoid rendering when minimized
  107. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  108. return;
  109. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  110. ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
  111. // Create and grow vertex/index buffers if needed
  112. if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
  113. {
  114. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  115. bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
  116. D3D11_BUFFER_DESC desc;
  117. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  118. desc.Usage = D3D11_USAGE_DYNAMIC;
  119. desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
  120. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  121. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  122. desc.MiscFlags = 0;
  123. if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
  124. return;
  125. }
  126. if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
  127. {
  128. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  129. bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
  130. D3D11_BUFFER_DESC desc;
  131. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  132. desc.Usage = D3D11_USAGE_DYNAMIC;
  133. desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
  134. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  135. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  136. if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
  137. return;
  138. }
  139. // Upload vertex/index data into a single contiguous GPU buffer
  140. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  141. if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  142. return;
  143. if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  144. return;
  145. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  146. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  147. for (int n = 0; n < draw_data->CmdListsCount; n++)
  148. {
  149. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  150. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  151. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  152. vtx_dst += cmd_list->VtxBuffer.Size;
  153. idx_dst += cmd_list->IdxBuffer.Size;
  154. }
  155. ctx->Unmap(bd->pVB, 0);
  156. ctx->Unmap(bd->pIB, 0);
  157. // Setup orthographic projection matrix into our constant buffer
  158. // 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.
  159. {
  160. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  161. if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  162. return;
  163. VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
  164. float L = draw_data->DisplayPos.x;
  165. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
  166. float T = draw_data->DisplayPos.y;
  167. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
  168. float mvp[4][4] =
  169. {
  170. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  171. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  172. { 0.0f, 0.0f, 0.5f, 0.0f },
  173. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  174. };
  175. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  176. ctx->Unmap(bd->pVertexConstantBuffer, 0);
  177. }
  178. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  179. struct BACKUP_DX11_STATE
  180. {
  181. UINT ScissorRectsCount, ViewportsCount;
  182. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  183. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  184. ID3D11RasterizerState* RS;
  185. ID3D11BlendState* BlendState;
  186. FLOAT BlendFactor[4];
  187. UINT SampleMask;
  188. UINT StencilRef;
  189. ID3D11DepthStencilState* DepthStencilState;
  190. ID3D11ShaderResourceView* PSShaderResource;
  191. ID3D11SamplerState* PSSampler;
  192. ID3D11PixelShader* PS;
  193. ID3D11VertexShader* VS;
  194. ID3D11GeometryShader* GS;
  195. UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
  196. ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
  197. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  198. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  199. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  200. DXGI_FORMAT IndexBufferFormat;
  201. ID3D11InputLayout* InputLayout;
  202. };
  203. BACKUP_DX11_STATE old = {};
  204. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  205. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  206. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  207. ctx->RSGetState(&old.RS);
  208. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  209. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  210. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  211. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  212. old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
  213. ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  214. ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  215. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  216. ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
  217. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  218. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  219. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  220. ctx->IAGetInputLayout(&old.InputLayout);
  221. // Setup desired DX state
  222. ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  223. // Render command lists
  224. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  225. int global_idx_offset = 0;
  226. int global_vtx_offset = 0;
  227. ImVec2 clip_off = draw_data->DisplayPos;
  228. for (int n = 0; n < draw_data->CmdListsCount; n++)
  229. {
  230. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  231. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  232. {
  233. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  234. if (pcmd->UserCallback != nullptr)
  235. {
  236. // User callback, registered via ImDrawList::AddCallback()
  237. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  238. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  239. ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
  240. else
  241. pcmd->UserCallback(cmd_list, pcmd);
  242. }
  243. else
  244. {
  245. // Project scissor/clipping rectangles into framebuffer space
  246. ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
  247. ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
  248. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  249. continue;
  250. // Apply scissor/clipping rectangle
  251. const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
  252. ctx->RSSetScissorRects(1, &r);
  253. // Bind texture, Draw
  254. ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
  255. ctx->PSSetShaderResources(0, 1, &texture_srv);
  256. ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
  257. }
  258. }
  259. global_idx_offset += cmd_list->IdxBuffer.Size;
  260. global_vtx_offset += cmd_list->VtxBuffer.Size;
  261. }
  262. // Restore modified DX state
  263. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  264. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  265. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  266. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  267. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  268. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  269. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  270. ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  271. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  272. ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  273. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  274. ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
  275. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  276. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  277. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  278. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  279. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  280. }
  281. static void ImGui_ImplDX11_CreateFontsTexture()
  282. {
  283. // Build texture atlas
  284. ImGuiIO& io = ImGui::GetIO();
  285. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  286. unsigned char* pixels;
  287. int width, height;
  288. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  289. // Upload texture to graphics system
  290. {
  291. D3D11_TEXTURE2D_DESC desc;
  292. ZeroMemory(&desc, sizeof(desc));
  293. desc.Width = width;
  294. desc.Height = height;
  295. desc.MipLevels = 1;
  296. desc.ArraySize = 1;
  297. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  298. desc.SampleDesc.Count = 1;
  299. desc.Usage = D3D11_USAGE_DEFAULT;
  300. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  301. desc.CPUAccessFlags = 0;
  302. ID3D11Texture2D* pTexture = nullptr;
  303. D3D11_SUBRESOURCE_DATA subResource;
  304. subResource.pSysMem = pixels;
  305. subResource.SysMemPitch = desc.Width * 4;
  306. subResource.SysMemSlicePitch = 0;
  307. bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  308. IM_ASSERT(pTexture != nullptr);
  309. // Create texture view
  310. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  311. ZeroMemory(&srvDesc, sizeof(srvDesc));
  312. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  313. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  314. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  315. srvDesc.Texture2D.MostDetailedMip = 0;
  316. bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
  317. pTexture->Release();
  318. }
  319. // Store our identifier
  320. io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
  321. // Create texture sampler
  322. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  323. {
  324. D3D11_SAMPLER_DESC desc;
  325. ZeroMemory(&desc, sizeof(desc));
  326. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  327. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  328. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  329. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  330. desc.MipLODBias = 0.f;
  331. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  332. desc.MinLOD = 0.f;
  333. desc.MaxLOD = 0.f;
  334. bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
  335. }
  336. }
  337. bool ImGui_ImplDX11_CreateDeviceObjects()
  338. {
  339. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  340. if (!bd->pd3dDevice)
  341. return false;
  342. if (bd->pFontSampler)
  343. ImGui_ImplDX11_InvalidateDeviceObjects();
  344. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  345. // If you would like to use this DX11 sample code but remove this dependency you can:
  346. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  347. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  348. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  349. // Create the vertex shader
  350. {
  351. static const char* vertexShader =
  352. "cbuffer vertexBuffer : register(b0) \
  353. {\
  354. float4x4 ProjectionMatrix; \
  355. };\
  356. struct VS_INPUT\
  357. {\
  358. float2 pos : POSITION;\
  359. float4 col : COLOR0;\
  360. float2 uv : TEXCOORD0;\
  361. };\
  362. \
  363. struct PS_INPUT\
  364. {\
  365. float4 pos : SV_POSITION;\
  366. float4 col : COLOR0;\
  367. float2 uv : TEXCOORD0;\
  368. };\
  369. \
  370. PS_INPUT main(VS_INPUT input)\
  371. {\
  372. PS_INPUT output;\
  373. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  374. output.col = input.col;\
  375. output.uv = input.uv;\
  376. return output;\
  377. }";
  378. ID3DBlob* vertexShaderBlob;
  379. if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
  380. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  381. if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
  382. {
  383. vertexShaderBlob->Release();
  384. return false;
  385. }
  386. // Create the input layout
  387. D3D11_INPUT_ELEMENT_DESC local_layout[] =
  388. {
  389. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  390. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  391. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  392. };
  393. if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
  394. {
  395. vertexShaderBlob->Release();
  396. return false;
  397. }
  398. vertexShaderBlob->Release();
  399. // Create the constant buffer
  400. {
  401. D3D11_BUFFER_DESC desc;
  402. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
  403. desc.Usage = D3D11_USAGE_DYNAMIC;
  404. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  405. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  406. desc.MiscFlags = 0;
  407. bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
  408. }
  409. }
  410. // Create the pixel shader
  411. {
  412. static const char* pixelShader =
  413. "struct PS_INPUT\
  414. {\
  415. float4 pos : SV_POSITION;\
  416. float4 col : COLOR0;\
  417. float2 uv : TEXCOORD0;\
  418. };\
  419. sampler sampler0;\
  420. Texture2D texture0;\
  421. \
  422. float4 main(PS_INPUT input) : SV_Target\
  423. {\
  424. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  425. return out_col; \
  426. }";
  427. ID3DBlob* pixelShaderBlob;
  428. if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
  429. return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
  430. if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
  431. {
  432. pixelShaderBlob->Release();
  433. return false;
  434. }
  435. pixelShaderBlob->Release();
  436. }
  437. // Create the blending setup
  438. {
  439. D3D11_BLEND_DESC desc;
  440. ZeroMemory(&desc, sizeof(desc));
  441. desc.AlphaToCoverageEnable = false;
  442. desc.RenderTarget[0].BlendEnable = true;
  443. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  444. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  445. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  446. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
  447. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  448. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  449. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  450. bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
  451. }
  452. // Create the rasterizer state
  453. {
  454. D3D11_RASTERIZER_DESC desc;
  455. ZeroMemory(&desc, sizeof(desc));
  456. desc.FillMode = D3D11_FILL_SOLID;
  457. desc.CullMode = D3D11_CULL_NONE;
  458. desc.ScissorEnable = true;
  459. desc.DepthClipEnable = true;
  460. bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
  461. }
  462. // Create depth-stencil State
  463. {
  464. D3D11_DEPTH_STENCIL_DESC desc;
  465. ZeroMemory(&desc, sizeof(desc));
  466. desc.DepthEnable = false;
  467. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  468. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  469. desc.StencilEnable = false;
  470. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  471. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  472. desc.BackFace = desc.FrontFace;
  473. bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
  474. }
  475. ImGui_ImplDX11_CreateFontsTexture();
  476. return true;
  477. }
  478. void ImGui_ImplDX11_InvalidateDeviceObjects()
  479. {
  480. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  481. if (!bd->pd3dDevice)
  482. return;
  483. if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
  484. if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
  485. if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
  486. if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
  487. if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
  488. if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
  489. if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
  490. if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
  491. if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
  492. if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
  493. if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
  494. }
  495. bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
  496. {
  497. ImGuiIO& io = ImGui::GetIO();
  498. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  499. // Setup backend capabilities flags
  500. ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
  501. io.BackendRendererUserData = (void*)bd;
  502. io.BackendRendererName = "imgui_impl_dx11";
  503. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  504. // Get factory from device
  505. IDXGIDevice* pDXGIDevice = nullptr;
  506. IDXGIAdapter* pDXGIAdapter = nullptr;
  507. IDXGIFactory* pFactory = nullptr;
  508. if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
  509. if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
  510. if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
  511. {
  512. bd->pd3dDevice = device;
  513. bd->pd3dDeviceContext = device_context;
  514. bd->pFactory = pFactory;
  515. }
  516. if (pDXGIDevice) pDXGIDevice->Release();
  517. if (pDXGIAdapter) pDXGIAdapter->Release();
  518. bd->pd3dDevice->AddRef();
  519. bd->pd3dDeviceContext->AddRef();
  520. return true;
  521. }
  522. void ImGui_ImplDX11_Shutdown()
  523. {
  524. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  525. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  526. ImGuiIO& io = ImGui::GetIO();
  527. ImGui_ImplDX11_InvalidateDeviceObjects();
  528. if (bd->pFactory) { bd->pFactory->Release(); }
  529. if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
  530. if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
  531. io.BackendRendererName = nullptr;
  532. io.BackendRendererUserData = nullptr;
  533. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  534. IM_DELETE(bd);
  535. }
  536. void ImGui_ImplDX11_NewFrame()
  537. {
  538. ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
  539. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
  540. if (!bd->pFontSampler)
  541. ImGui_ImplDX11_CreateDeviceObjects();
  542. }