| // 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(); |
| } |