|  | // 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: Support for large meshes (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) | 
|  | //  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(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } | 
|  | }; | 
|  |  | 
|  | struct VERTEX_CONSTANT_BUFFER | 
|  | { | 
|  | 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 : NULL; | 
|  | } | 
|  |  | 
|  | // 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, NULL, 0); | 
|  | ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); | 
|  | ctx->PSSetShader(bd->pPixelShader, NULL, 0); | 
|  | ctx->PSSetSamplers(0, 1, &bd->pFontSampler); | 
|  | ctx->GSSetShader(NULL, NULL, 0); | 
|  | ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. | 
|  | ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used.. | 
|  | ctx->CSSetShader(NULL, NULL, 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 = NULL; } | 
|  | 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, NULL, &bd->pVB) < 0) | 
|  | return; | 
|  | } | 
|  | if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) | 
|  | { | 
|  | if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } | 
|  | 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, NULL, &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* constant_buffer = (VERTEX_CONSTANT_BUFFER*)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 != NULL) | 
|  | { | 
|  | // 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 = NULL; | 
|  | D3D11_SUBRESOURCE_DATA subResource; | 
|  | subResource.pSysMem = pixels; | 
|  | subResource.SysMemPitch = desc.Width * 4; | 
|  | subResource.SysMemSlicePitch = 0; | 
|  | bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); | 
|  | IM_ASSERT(pTexture != NULL); | 
|  |  | 
|  | // 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 | 
|  | { | 
|  | 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), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL))) | 
|  | 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(), NULL, &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); | 
|  | desc.Usage = D3D11_USAGE_DYNAMIC; | 
|  | desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | 
|  | desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | 
|  | desc.MiscFlags = 0; | 
|  | bd->pd3dDevice->CreateBuffer(&desc, NULL, &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), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL))) | 
|  | 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(), NULL, &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 = NULL; } | 
|  | 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. | 
|  | if (bd->pIB)                    { bd->pIB->Release(); bd->pIB = NULL; } | 
|  | if (bd->pVB)                    { bd->pVB->Release(); bd->pVB = NULL; } | 
|  | if (bd->pBlendState)            { bd->pBlendState->Release(); bd->pBlendState = NULL; } | 
|  | if (bd->pDepthStencilState)     { bd->pDepthStencilState->Release(); bd->pDepthStencilState = NULL; } | 
|  | if (bd->pRasterizerState)       { bd->pRasterizerState->Release(); bd->pRasterizerState = NULL; } | 
|  | if (bd->pPixelShader)           { bd->pPixelShader->Release(); bd->pPixelShader = NULL; } | 
|  | if (bd->pVertexConstantBuffer)  { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = NULL; } | 
|  | if (bd->pInputLayout)           { bd->pInputLayout->Release(); bd->pInputLayout = NULL; } | 
|  | if (bd->pVertexShader)          { bd->pVertexShader->Release(); bd->pVertexShader = NULL; } | 
|  | } | 
|  |  | 
|  | bool    ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | IM_ASSERT(io.BackendRendererUserData == NULL && "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 = NULL; | 
|  | IDXGIAdapter* pDXGIAdapter = NULL; | 
|  | IDXGIFactory* pFactory = NULL; | 
|  |  | 
|  | 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 != NULL && "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 = NULL; | 
|  | io.BackendRendererUserData = NULL; | 
|  | IM_DELETE(bd); | 
|  | } | 
|  |  | 
|  | void ImGui_ImplDX11_NewFrame() | 
|  | { | 
|  | ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); | 
|  | IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX11_Init()?"); | 
|  |  | 
|  | if (!bd->pFontSampler) | 
|  | ImGui_ImplDX11_CreateDeviceObjects(); | 
|  | } |