| // dear imgui: Renderer Backend for DirectX10 | |
| // This needs to be used along with a Platform Backend (e.g. Win32) | |
| // Implemented features: | |
| // [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! | |
| // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). | |
| // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). | |
| // [X] Renderer: Expose selected render state for draw callbacks to use. Access with ImGui_ImplDX10_GetRenderState(). | |
| // 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. | |
| // Learn about Dear ImGui: | |
| // - FAQ https://dearimgui.com/faq | |
| // - Getting Started https://dearimgui.com/getting-started | |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| // 2026-09-07: Round framebuffer dimensions to the nearest integer instead of truncating them. (#9538, 9515, #8628) | |
| // 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378) | |
| // 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'. | |
| // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. | |
| // 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. | |
| // 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). | |
| // 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. | |
| // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. | |
| // 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: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) | |
| // 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. | |
| // 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). | |
| // 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. | |
| // 2019-04-30: DirectX10: 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. | |
| // 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. | |
| // 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. | |
| // 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. | |
| // 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. | |
| // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_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: DirectX10: Disabling depth-write. | |
| #include "imgui.h" | |
| #ifndef IMGUI_DISABLE | |
| #include "imgui_impl_dx10.h" | |
| // DirectX | |
| #include <stdio.h> | |
| #include <d3d10_1.h> | |
| #include <d3d10.h> | |
| #include <d3dcompiler.h> | |
| #ifdef _MSC_VER | |
| #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. | |
| #endif | |
| // Clang/GCC warnings with -Weverything | |
| #if defined(__clang__) | |
| #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. | |
| #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness | |
| #endif | |
| // DirectX10 data | |
| struct ImGui_ImplDX10_Texture | |
| { | |
| ID3D10Texture2D* pTexture; | |
| ID3D10ShaderResourceView* pTextureView; | |
| }; | |
| struct ImGui_ImplDX10_Data | |
| { | |
| ID3D10Device* pd3dDevice; | |
| IDXGIFactory* pFactory; | |
| ID3D10Buffer* pVB; | |
| ID3D10Buffer* pIB; | |
| ID3D10VertexShader* pVertexShader; | |
| ID3D10InputLayout* pInputLayout; | |
| ID3D10Buffer* pVertexConstantBuffer; | |
| ID3D10PixelShader* pPixelShader; | |
| ID3D10SamplerState* pTexSamplerLinear; | |
| ID3D10SamplerState* pTexSamplerNearest; | |
| ID3D10RasterizerState* pRasterizerState; | |
| ID3D10BlendState* pBlendState; | |
| ID3D10DepthStencilState* pDepthStencilState; | |
| int VertexBufferSize; | |
| int IndexBufferSize; | |
| ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } | |
| }; | |
| struct VERTEX_CONSTANT_BUFFER_DX10 | |
| { | |
| 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_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() | |
| { | |
| return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; | |
| } | |
| ImGui_ImplDX10_RenderState* ImGui_ImplDX10_GetRenderState() | |
| { | |
| return (ImGui_ImplDX10_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; | |
| } | |
| // Functions | |
| static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) | |
| { | |
| ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); | |
| // Setup viewport | |
| D3D10_VIEWPORT vp = {}; | |
| vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x + 0.5f); | |
| vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y + 0.5f); | |
| vp.MinDepth = 0.0f; | |
| vp.MaxDepth = 1.0f; | |
| vp.TopLeftX = vp.TopLeftY = 0; | |
| device->RSSetViewports(1, &vp); | |
| // 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. | |
| void* mapped_resource; | |
| if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) | |
| { | |
| VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; | |
| 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)); | |
| bd->pVertexConstantBuffer->Unmap(); | |
| } | |
| // Setup shader and vertex buffers | |
| unsigned int stride = sizeof(ImDrawVert); | |
| unsigned int offset = 0; | |
| device->IASetInputLayout(bd->pInputLayout); | |
| device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); | |
| device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); | |
| device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | |
| device->VSSetShader(bd->pVertexShader); | |
| device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); | |
| device->PSSetShader(bd->pPixelShader); | |
| device->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); | |
| device->GSSetShader(nullptr); | |
| // Setup render state | |
| const float blend_factor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; | |
| device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); | |
| device->OMSetDepthStencilState(bd->pDepthStencilState, 0); | |
| device->RSSetState(bd->pRasterizerState); | |
| } | |
| // Draw callbacks | |
| static void ImGui_ImplDX10_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. | |
| static void ImGui_ImplDX10_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); } | |
| static void ImGui_ImplDX10_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); } | |
| // Render function | |
| void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) | |
| { | |
| // Avoid rendering when minimized | |
| if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) | |
| return; | |
| ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); | |
| ID3D10Device* device = bd->pd3dDevice; | |
| // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. | |
| // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). | |
| if (draw_data->Textures != nullptr) | |
| for (ImTextureData* tex : *draw_data->Textures) | |
| if (tex->Status != ImTextureStatus_OK) | |
| ImGui_ImplDX10_UpdateTexture(tex); | |
| // 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; | |
| D3D10_BUFFER_DESC desc = {}; | |
| desc.Usage = D3D10_USAGE_DYNAMIC; | |
| desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert); | |
| desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; | |
| desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; | |
| desc.MiscFlags = 0; | |
| if (device->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; | |
| D3D10_BUFFER_DESC desc = {}; | |
| desc.Usage = D3D10_USAGE_DYNAMIC; | |
| desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx); | |
| desc.BindFlags = D3D10_BIND_INDEX_BUFFER; | |
| desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; | |
| if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) | |
| return; | |
| } | |
| // Copy and convert all vertices into a single contiguous buffer | |
| ImDrawVert* vtx_dst = nullptr; | |
| ImDrawIdx* idx_dst = nullptr; | |
| bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); | |
| bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); | |
| for (const ImDrawList* draw_list : draw_data->CmdLists) | |
| { | |
| memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |
| memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |
| vtx_dst += draw_list->VtxBuffer.Size; | |
| idx_dst += draw_list->IdxBuffer.Size; | |
| } | |
| bd->pVB->Unmap(); | |
| bd->pIB->Unmap(); | |
| // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) | |
| struct BACKUP_DX10_STATE | |
| { | |
| UINT ScissorRectsCount, ViewportsCount; | |
| D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; | |
| D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; | |
| ID3D10RasterizerState* RS; | |
| ID3D10BlendState* BlendState; | |
| FLOAT BlendFactor[4]; | |
| UINT SampleMask; | |
| UINT StencilRef; | |
| ID3D10DepthStencilState* DepthStencilState; | |
| ID3D10ShaderResourceView* PSShaderResource; | |
| ID3D10SamplerState* PSSampler; | |
| ID3D10PixelShader* PS; | |
| ID3D10VertexShader* VS; | |
| ID3D10GeometryShader* GS; | |
| D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; | |
| ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; | |
| UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; | |
| DXGI_FORMAT IndexBufferFormat; | |
| ID3D10InputLayout* InputLayout; | |
| }; | |
| BACKUP_DX10_STATE old = {}; | |
| old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; | |
| device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); | |
| device->RSGetViewports(&old.ViewportsCount, old.Viewports); | |
| device->RSGetState(&old.RS); | |
| device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); | |
| device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); | |
| device->PSGetShaderResources(0, 1, &old.PSShaderResource); | |
| device->PSGetSamplers(0, 1, &old.PSSampler); | |
| device->PSGetShader(&old.PS); | |
| device->VSGetShader(&old.VS); | |
| device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); | |
| device->GSGetShader(&old.GS); | |
| device->IAGetPrimitiveTopology(&old.PrimitiveTopology); | |
| device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); | |
| device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); | |
| device->IAGetInputLayout(&old.InputLayout); | |
| // Setup desired DX state | |
| ImGui_ImplDX10_SetupRenderState(draw_data, device); | |
| // Setup render state structure (for callbacks and custom texture bindings) | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplDX10_RenderState render_state; | |
| render_state.Device = bd->pd3dDevice; | |
| render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; | |
| platform_io.Renderer_RenderState = &render_state; | |
| // Render command lists | |
| // (Because we merged all buffers into a single one, we maintain our own offset into them) | |
| int global_vtx_offset = 0; | |
| int global_idx_offset = 0; | |
| ImVec2 clip_off = draw_data->DisplayPos; | |
| ImVec2 clip_scale = draw_data->FramebufferScale; | |
| for (const ImDrawList* draw_list : draw_data->CmdLists) | |
| { | |
| for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) | |
| { | |
| const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; | |
| if (pcmd->UserCallback != nullptr) | |
| { | |
| // User callback, registered via ImDrawList::AddCallback() | |
| if (pcmd->UserCallback == ImGui_ImplDX10_DrawCallback_ResetRenderState) | |
| ImGui_ImplDX10_SetupRenderState(draw_data, device); | |
| else | |
| pcmd->UserCallback(draw_list, pcmd); | |
| } | |
| else | |
| { | |
| // Project scissor/clipping rectangles into framebuffer space | |
| ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | |
| ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | |
| if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | |
| continue; | |
| // Apply scissor/clipping rectangle | |
| const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; | |
| device->RSSetScissorRects(1, &r); | |
| // Bind texture, Draw | |
| ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); | |
| device->PSSetShaderResources(0, 1, &texture_srv); | |
| device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); | |
| } | |
| } | |
| global_idx_offset += draw_list->IdxBuffer.Size; | |
| global_vtx_offset += draw_list->VtxBuffer.Size; | |
| } | |
| platform_io.Renderer_RenderState = nullptr; | |
| // Restore modified DX state | |
| device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); | |
| device->RSSetViewports(old.ViewportsCount, old.Viewports); | |
| device->RSSetState(old.RS); if (old.RS) old.RS->Release(); | |
| device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); | |
| device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); | |
| device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); | |
| device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); | |
| device->PSSetShader(old.PS); if (old.PS) old.PS->Release(); | |
| device->VSSetShader(old.VS); if (old.VS) old.VS->Release(); | |
| device->GSSetShader(old.GS); if (old.GS) old.GS->Release(); | |
| device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); | |
| device->IASetPrimitiveTopology(old.PrimitiveTopology); | |
| device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); | |
| device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); | |
| device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); | |
| } | |
| static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex) | |
| { | |
| if (ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData) | |
| { | |
| IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); | |
| backend_tex->pTextureView->Release(); | |
| backend_tex->pTexture->Release(); | |
| IM_DELETE(backend_tex); | |
| // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) | |
| tex->SetTexID(ImTextureID_Invalid); | |
| tex->BackendUserData = nullptr; | |
| } | |
| tex->SetStatus(ImTextureStatus_Destroyed); | |
| } | |
| void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex) | |
| { | |
| ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); | |
| if (tex->Status == ImTextureStatus_WantCreate) | |
| { | |
| // Create and upload new texture to graphics system | |
| //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); | |
| IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); | |
| IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); | |
| unsigned int* pixels = (unsigned int*)tex->GetPixels(); | |
| ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)(); | |
| // Create texture | |
| D3D10_TEXTURE2D_DESC desc; | |
| ZeroMemory(&desc, sizeof(desc)); | |
| desc.Width = (UINT)tex->Width; | |
| desc.Height = (UINT)tex->Height; | |
| desc.MipLevels = 1; | |
| desc.ArraySize = 1; | |
| desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
| desc.SampleDesc.Count = 1; | |
| desc.Usage = D3D10_USAGE_DEFAULT; | |
| desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; | |
| desc.CPUAccessFlags = 0; | |
| D3D10_SUBRESOURCE_DATA subResource; | |
| subResource.pSysMem = pixels; | |
| subResource.SysMemPitch = desc.Width * 4; | |
| subResource.SysMemSlicePitch = 0; | |
| bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); | |
| IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); | |
| // Create texture view | |
| D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; | |
| ZeroMemory(&srv_desc, sizeof(srv_desc)); | |
| srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
| srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; | |
| srv_desc.Texture2D.MipLevels = desc.MipLevels; | |
| srv_desc.Texture2D.MostDetailedMip = 0; | |
| bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView); | |
| IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); | |
| // Store identifiers | |
| tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); | |
| tex->SetStatus(ImTextureStatus_OK); | |
| tex->BackendUserData = backend_tex; | |
| } | |
| else if (tex->Status == ImTextureStatus_WantUpdates) | |
| { | |
| // Update selected blocks. We only ever write to textures regions which have never been used before! | |
| // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. | |
| ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData; | |
| IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); | |
| for (ImTextureRect& r : tex->Updates) | |
| { | |
| D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 }; | |
| bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); | |
| } | |
| tex->SetStatus(ImTextureStatus_OK); | |
| } | |
| if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) | |
| ImGui_ImplDX10_DestroyTexture(tex); | |
| } | |
| bool ImGui_ImplDX10_CreateDeviceObjects() | |
| { | |
| ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); | |
| if (!bd->pd3dDevice) | |
| return false; | |
| ImGui_ImplDX10_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 DX10 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, 0.0f, 1.0f));\ | |
| 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(), &bd->pVertexShader) != S_OK) | |
| { | |
| vertexShaderBlob->Release(); | |
| return false; | |
| } | |
| // Create the input layout | |
| D3D10_INPUT_ELEMENT_DESC local_layout[] = | |
| { | |
| { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, | |
| { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, | |
| { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_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 | |
| { | |
| D3D10_BUFFER_DESC desc = {}; | |
| desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); | |
| desc.Usage = D3D10_USAGE_DYNAMIC; | |
| desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; | |
| desc.CPUAccessFlags = D3D10_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(), &bd->pPixelShader) != S_OK) | |
| { | |
| pixelShaderBlob->Release(); | |
| return false; | |
| } | |
| pixelShaderBlob->Release(); | |
| } | |
| // Create the blending setup | |
| { | |
| D3D10_BLEND_DESC desc; | |
| ZeroMemory(&desc, sizeof(desc)); | |
| desc.AlphaToCoverageEnable = false; | |
| desc.BlendEnable[0] = true; | |
| desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; | |
| desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; | |
| desc.BlendOp = D3D10_BLEND_OP_ADD; | |
| desc.SrcBlendAlpha = D3D10_BLEND_ONE; | |
| desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; | |
| desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; | |
| desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; | |
| bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); | |
| } | |
| // Create the rasterizer state | |
| { | |
| D3D10_RASTERIZER_DESC desc; | |
| ZeroMemory(&desc, sizeof(desc)); | |
| desc.FillMode = D3D10_FILL_SOLID; | |
| desc.CullMode = D3D10_CULL_NONE; | |
| desc.ScissorEnable = true; | |
| desc.DepthClipEnable = true; | |
| bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); | |
| } | |
| // Create depth-stencil State | |
| { | |
| D3D10_DEPTH_STENCIL_DESC desc; | |
| ZeroMemory(&desc, sizeof(desc)); | |
| desc.DepthEnable = false; | |
| desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; | |
| desc.DepthFunc = D3D10_COMPARISON_ALWAYS; | |
| desc.StencilEnable = false; | |
| desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; | |
| desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; | |
| desc.BackFace = desc.FrontFace; | |
| bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); | |
| } | |
| // Create texture sampler (bilinear sampling is required) | |
| { | |
| D3D10_SAMPLER_DESC desc; | |
| ZeroMemory(&desc, sizeof(desc)); | |
| desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; | |
| desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; | |
| desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; | |
| desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; | |
| desc.MipLODBias = 0.0f; | |
| desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; | |
| desc.MinLOD = 0.0f; | |
| desc.MaxLOD = 0.0f; | |
| bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear); | |
| desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; | |
| bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest); | |
| } | |
| return true; | |
| } | |
| void ImGui_ImplDX10_InvalidateDeviceObjects() | |
| { | |
| ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); | |
| if (!bd->pd3dDevice) | |
| return; | |
| // Destroy all textures | |
| for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) | |
| if (tex->RefCount == 1) | |
| ImGui_ImplDX10_DestroyTexture(tex); | |
| if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } | |
| if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; } | |
| 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_ImplDX10_Init(ID3D10Device* device) | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| IMGUI_CHECKVERSION(); | |
| IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | |
| // Setup backend capabilities flags | |
| ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); | |
| io.BackendRendererUserData = (void*)bd; | |
| io.BackendRendererName = "imgui_impl_dx10"; | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; | |
| platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX10_DrawCallback_ResetRenderState; | |
| platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX10_DrawCallback_SetSamplerLinear; | |
| platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX10_DrawCallback_SetSamplerNearest; | |
| // 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->pFactory = pFactory; | |
| } | |
| if (pDXGIDevice) pDXGIDevice->Release(); | |
| if (pDXGIAdapter) pDXGIAdapter->Release(); | |
| bd->pd3dDevice->AddRef(); | |
| return true; | |
| } | |
| void ImGui_ImplDX10_Shutdown() | |
| { | |
| ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplDX10_InvalidateDeviceObjects(); | |
| if (bd->pFactory) { bd->pFactory->Release(); } | |
| if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } | |
| io.BackendRendererName = nullptr; | |
| io.BackendRendererUserData = nullptr; | |
| io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); | |
| platform_io.ClearRendererHandlers(); | |
| IM_DELETE(bd); | |
| } | |
| void ImGui_ImplDX10_NewFrame() | |
| { | |
| ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); | |
| if (!bd->pVertexShader) | |
| if (!ImGui_ImplDX10_CreateDeviceObjects()) | |
| IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!"); | |
| } | |
| //----------------------------------------------------------------------------- | |
| #endif // #ifndef IMGUI_DISABLE |