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- // dear imgui: Renderer Backend for DirectX11
- // This needs to be used along with a Platform Backend (e.g. Win32)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
- // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
- // Read online: https://github.com/ocornut/imgui/tree/master/docs
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
- // 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).
- // 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
- // 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
- // 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
- // 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.
- // 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
- // 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
- // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
- // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
- // 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
- // 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
- // 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
- // 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
- // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
- // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
- // 2016-05-07: DirectX11: Disabling depth-write.
- #include "imgui.h"
- #include "imgui_impl_dx11.h"
- // DirectX
- #include <stdio.h>
- #include <d3d11.h>
- #include <d3dcompiler.h>
- #ifdef _MSC_VER
- #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
- #endif
- // DirectX11 data
- struct ImGui_ImplDX11_Data
- {
- ID3D11Device* pd3dDevice;
- ID3D11DeviceContext* pd3dDeviceContext;
- IDXGIFactory* pFactory;
- ID3D11Buffer* pVB;
- ID3D11Buffer* pIB;
- ID3D11VertexShader* pVertexShader;
- ID3D11InputLayout* pInputLayout;
- ID3D11Buffer* pVertexConstantBuffer;
- ID3D11PixelShader* pPixelShader;
- ID3D11SamplerState* pFontSampler;
- ID3D11ShaderResourceView* pFontTextureView;
- ID3D11RasterizerState* pRasterizerState;
- ID3D11BlendState* pBlendState;
- ID3D11DepthStencilState* pDepthStencilState;
- int VertexBufferSize;
- int IndexBufferSize;
- ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
- };
- struct VERTEX_CONSTANT_BUFFER_DX11
- {
- float mvp[4][4];
- };
- // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
- }
- // Functions
- static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
- {
- ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
- // Setup viewport
- D3D11_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D11_VIEWPORT));
- vp.Width = draw_data->DisplaySize.x;
- vp.Height = draw_data->DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = vp.TopLeftY = 0;
- ctx->RSSetViewports(1, &vp);
- // Setup shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- ctx->IASetInputLayout(bd->pInputLayout);
- ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
- ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
- ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
- ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
- ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
- ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
- ctx->GSSetShader(nullptr, nullptr, 0);
- ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
- ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
- ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
- // Setup blend state
- const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
- ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
- ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
- ctx->RSSetState(bd->pRasterizerState);
- }
- // Render function
- void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
- {
- // Avoid rendering when minimized
- if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
- return;
- ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
- ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
- // Create and grow vertex/index buffers if needed
- if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
- bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
- return;
- }
- if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
- bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
- desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
- return;
- }
- // Upload vertex/index data into a single contiguous GPU buffer
- D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
- if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
- return;
- if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
- memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.Size;
- idx_dst += cmd_list->IdxBuffer.Size;
- }
- ctx->Unmap(bd->pVB, 0);
- ctx->Unmap(bd->pIB, 0);
- // Setup orthographic projection matrix into our constant buffer
- // 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.
- {
- D3D11_MAPPED_SUBRESOURCE mapped_resource;
- if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
- return;
- VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
- float L = draw_data->DisplayPos.x;
- float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
- float T = draw_data->DisplayPos.y;
- float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
- float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
- ctx->Unmap(bd->pVertexConstantBuffer, 0);
- }
- // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
- struct BACKUP_DX11_STATE
- {
- UINT ScissorRectsCount, ViewportsCount;
- D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
- D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
- ID3D11RasterizerState* RS;
- ID3D11BlendState* BlendState;
- FLOAT BlendFactor[4];
- UINT SampleMask;
- UINT StencilRef;
- ID3D11DepthStencilState* DepthStencilState;
- ID3D11ShaderResourceView* PSShaderResource;
- ID3D11SamplerState* PSSampler;
- ID3D11PixelShader* PS;
- ID3D11VertexShader* VS;
- ID3D11GeometryShader* GS;
- UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
- ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
- D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
- ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
- UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
- DXGI_FORMAT IndexBufferFormat;
- ID3D11InputLayout* InputLayout;
- };
- BACKUP_DX11_STATE old = {};
- old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
- ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
- ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
- ctx->RSGetState(&old.RS);
- ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
- ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
- ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
- ctx->PSGetSamplers(0, 1, &old.PSSampler);
- old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
- ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
- ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
- ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
- ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
- ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
- ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
- ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
- ctx->IAGetInputLayout(&old.InputLayout);
- // Setup desired DX state
- ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
- // Render command lists
- // (Because we merged all buffers into a single one, we maintain our own offset into them)
- int global_idx_offset = 0;
- int global_vtx_offset = 0;
- ImVec2 clip_off = draw_data->DisplayPos;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback != nullptr)
- {
- // User callback, registered via ImDrawList::AddCallback()
- // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
- if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
- else
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
- ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
- if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
- continue;
- // Apply scissor/clipping rectangle
- const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
- ctx->RSSetScissorRects(1, &r);
- // Bind texture, Draw
- ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
- ctx->PSSetShaderResources(0, 1, &texture_srv);
- ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
- }
- }
- global_idx_offset += cmd_list->IdxBuffer.Size;
- global_vtx_offset += cmd_list->VtxBuffer.Size;
- }
- // Restore modified DX state
- ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
- ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
- ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
- ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
- ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
- ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
- ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
- ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
- for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
- ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
- ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
- ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
- for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
- ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
- ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
- ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
- ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
- }
- static void ImGui_ImplDX11_CreateFontsTexture()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- // Upload texture to graphics system
- {
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- ID3D11Texture2D* pTexture = nullptr;
- D3D11_SUBRESOURCE_DATA subResource;
- subResource.pSysMem = pixels;
- subResource.SysMemPitch = desc.Width * 4;
- subResource.SysMemSlicePitch = 0;
- bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
- IM_ASSERT(pTexture != nullptr);
- // Create texture view
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
- pTexture->Release();
- }
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
- // Create texture sampler
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- {
- D3D11_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.MipLODBias = 0.f;
- desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- desc.MinLOD = 0.f;
- desc.MaxLOD = 0.f;
- bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
- }
- }
- bool ImGui_ImplDX11_CreateDeviceObjects()
- {
- ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
- if (!bd->pd3dDevice)
- return false;
- if (bd->pFontSampler)
- ImGui_ImplDX11_InvalidateDeviceObjects();
- // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
- // If you would like to use this DX11 sample code but remove this dependency you can:
- // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
- // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
- // See https://github.com/ocornut/imgui/pull/638 for sources and details.
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
- ID3DBlob* vertexShaderBlob;
- if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
- return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
- {
- vertexShaderBlob->Release();
- return false;
- }
- // Create the input layout
- D3D11_INPUT_ELEMENT_DESC local_layout[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
- if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
- {
- vertexShaderBlob->Release();
- return false;
- }
- vertexShaderBlob->Release();
- // Create the constant buffer
- {
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
- }
- }
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- sampler sampler0;\
- Texture2D texture0;\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
- ID3DBlob* pixelShaderBlob;
- if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
- return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
- {
- pixelShaderBlob->Release();
- return false;
- }
- pixelShaderBlob->Release();
- }
- // Create the blending setup
- {
- D3D11_BLEND_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
- }
- // Create the rasterizer state
- {
- D3D11_RASTERIZER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.FillMode = D3D11_FILL_SOLID;
- desc.CullMode = D3D11_CULL_NONE;
- desc.ScissorEnable = true;
- desc.DepthClipEnable = true;
- bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
- }
- // Create depth-stencil State
- {
- D3D11_DEPTH_STENCIL_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.DepthEnable = false;
- desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
- desc.StencilEnable = false;
- desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
- desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
- desc.BackFace = desc.FrontFace;
- bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
- }
- ImGui_ImplDX11_CreateFontsTexture();
- return true;
- }
- void ImGui_ImplDX11_InvalidateDeviceObjects()
- {
- ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
- if (!bd->pd3dDevice)
- return;
- if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
- 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.
- if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
- if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
- if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
- if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
- if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
- if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
- if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
- if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
- if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
- }
- bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
- {
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
- // Setup backend capabilities flags
- ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_dx11";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- // Get factory from device
- IDXGIDevice* pDXGIDevice = nullptr;
- IDXGIAdapter* pDXGIAdapter = nullptr;
- IDXGIFactory* pFactory = nullptr;
- if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
- if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
- if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
- {
- bd->pd3dDevice = device;
- bd->pd3dDeviceContext = device_context;
- bd->pFactory = pFactory;
- }
- if (pDXGIDevice) pDXGIDevice->Release();
- if (pDXGIAdapter) pDXGIAdapter->Release();
- bd->pd3dDevice->AddRef();
- bd->pd3dDeviceContext->AddRef();
- return true;
- }
- void ImGui_ImplDX11_Shutdown()
- {
- ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
- IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplDX11_InvalidateDeviceObjects();
- if (bd->pFactory) { bd->pFactory->Release(); }
- if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
- if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
- io.BackendRendererName = nullptr;
- io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
- IM_DELETE(bd);
- }
- void ImGui_ImplDX11_NewFrame()
- {
- ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
- IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX11_Init()?");
- if (!bd->pFontSampler)
- ImGui_ImplDX11_CreateDeviceObjects();
- }
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